Steps of Game Development - Art

Discuss game development design and post your game ideas

Post » Tue Oct 21, 2014 4:09 pm

Hi all,

i'm new at game development and have a few questions for you that are experienced in the business.
One of the steps of game development is to decide what kind of arts will be using in the game, right?
Alright.. But as being a programmer, that part is a little complex for me. I'm terrible at graphics, don't have a clue how to create them. (Already took some 2D Lessons, but that's really not my thing).

What do you guys do? Do you make the art yourselves or hire a designer?
If i may ask, how much it cost generally? I know that depends of the kind of game and art, but if you could please just share some information.

Usually you create the full game and the replace with the arts made by this designer? Or you hire a designer to work with you full time?

Hiring a designer is a risk in my opinion. Because, i couldn't know that my game will succeed in the app stores. Do you guys took that risk? That went well?

Lot of questions, i know, sorry :| hahaha
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Post » Tue Oct 21, 2014 4:24 pm

Hi ziadali, and welcome to the forums!

I think it depends on if a) you have an interest in graphics and b) if you have the time to learn.

If you are really interested in learning, there are no shortages of tutorials out there in the internet, especially youtube. I am a 3D graphics artist, but I have never tried to played with 2D softwares before. But in the past 4 months, I have been learning and am now a level that I am comfortable creating 2D arts by myself.

Hiring someone is always risky if you are just starting out. Money, time constraints and communications/ clear objectives are all things that are part of the risk. That is why, many people who just started up prefer to join groups to gain more experience and connections.
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Post » Tue Oct 21, 2014 4:40 pm

Develop a game that doesnt require a lot of complicated graphics. Bear in mind that a great game doesnt need great graphics but mostly a great ambiance and gameplay. Thomas Was Alone is a good exemple. Hope that helps :)
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Post » Tue Oct 21, 2014 6:22 pm

Thanks @rekjl. That's exactly my problem. I don't have time to learn game design and that takes lot of practice/efforts. Hire someone could be expansive in a student perspective, if the game doesn't succeed, of course. You being a designer, how much would you ask for doing the art for an entire game? Your rate is per hour?

@FraktalZero yeah, that's one way right? hahaha.. But for my game ideas these kind of graphics does not suit for me. I don't want to just make a game, you know? I wanted my ideas, but i'm terrible with graphics and not enough confidence to take the risk and pay a designer. In other words, am stuck.
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Post » Tue Oct 21, 2014 7:22 pm

Your best bet is to learn to do it on you own. Hiring people is full of cons
a) costs a lot of money
b) doesn't guarantee good or even ok results
c) for small projects usually involves artists abandoning the project if they don't feel they're being paid enough.

The biggest downside in my opinion is that your game usually ends up looking like crap anyway if you hire people and you have no clue about how to make things look good on your own. This is somewhat remedied in AAA development by having a designer watch the work of programmers and suggest tasks for them, but you yourself admit to wanting to take control of the design so you need to learn how to make things look good yourself.

Making games usually requires a good vision of how things should move and animate and piece together. It's easy to tell when the programmer of a game has not put a lot of time or study into how things look, regardless of what the graphics applied to the objects moving around are. Games end up with a lack of atmosphere, lack of polish, lack of interesting movement and lack of interesting visual design. If you want to make good games you have no choice to get better at understanding how to make good looking visuals. Even games like Thomas was Alone or Geometry Wars which have "simple" graphics representing objects/players involve a lot of artistry in getting things to look good. Games with even more complicated graphics involve exponentially more knowledge about visuals and design to end up looking ok.
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Post » Tue Oct 21, 2014 10:34 pm

I recently made 5 tips on how to start with game art :-)
Have a look if you like

https://www.scirra.com/tutorials/1253/5 ... -beginners
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Check out our start-up and configure your own helmet in true 3D.
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Post » Wed Oct 22, 2014 12:48 am

@Beaverlicious, that's an excellent tutorial for beginners and even more advanced users :)
Actually the Keep it simple could be applied to even advanced artists. A few years ago I did the mistake to have visions of grandeur (I'm a 3d Artist), and I failed miserably until recently when I decided to tone it down and keep it simpler, which works great.
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Post » Wed Oct 22, 2014 2:14 am

I think many 3D artist charge by the project over here. Because depending on what type of modelling, animation and realism they need, the charges will vary. Since you are still a student and still new, you should look into collaborations. The are many people forming groups, you could join one of theirs or perhaps start one on your own.
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Post » Wed Oct 22, 2014 7:49 am

@FraktalZero

Glad you like it :) I just started with 3D on my own and am pretty overwhelmed of all these possibilities C4D offers.... :P
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Post » Wed Oct 22, 2014 12:15 pm

@QuaziGNRLnose i agree! There's more cons than pros hiring people for small projects. But as i said, learn graphic design will take much time and effort. That can be a risk either, because the final result it might not be that good. I say that because i intend to release a game for mobile devices and the competition in the app stores is brutal! The graphics can hold the users attention and leave them to download. That depends on the game idea, of course. Thanks for your opinion and experience. It appears that the most of you guys had a bad experience hiring someone and now you're trying to make by your own. I'll have to carefully decide which risk will i take, spend money or time.

@Beaverlicious Thank you! Your tips will certainly help me get started.

@rekjl I see. Usually those groups formed split the profit each other? Am afraid to share my ideas with groups like that. Even if my game idea isn't that good, someone could take it and release a game before me as i don't know that person personally, right?
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