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How to Draw All Your Own Game Art - Lifetime Access
Imagine being able to see a style of art or reference image and already knowing the steps to recreate something similar. That’s the true aim of this course. The wide range of topics in the course should make you feel confident enough to try illustrating any aspect of your game, be it the logo, hero, background or interface. We’ll even cover animation and discuss tips to exporting image sequences specifically for games.
Module 1 | Flash Basics | |
We'll cover the initial setup in Flash and discuss manipulating vector points. | ||
Unit 1 | How to Draw All Your Own Game Art - Course Assets | |
Unit 2 | Initial Setup with Flash | |
Unit 3 | Vector Points | |
Module 2 | The All-Important Logo | |
In this section, we’ll look at some incredibly easy tips you can use with just about any font to make your logo stand out. Your logo is one of the first things people will see in the game itself, but more importantly, potential players will scrutinize any preview screenshots in the store before downloading your game. This first impression could be the key to people downloading your app or not. | ||
Unit 1 | Logos - Basic Layout | |
Unit 2 | Logos - Starting the Empire Logo | |
Unit 3 | Logos - Coloring | |
Unit 4 | Logos - Adding a Backing | |
Unit 5 | Logos - Adding Lighting | |
Module 3 | Ye ol’ Quest Map | |
Alright matey’s, no one knows where to begin their journey without a map. This could be used as a guide to give players an overview of the various levels they will travel to. Or you could simply create a map for decoration in conjunction with your logo. Maps can be a great, soft background piece behind text, or other user interface elements. | ||
Unit 1 | Quest Map - Starting Out | |
Unit 2 | Quest Map - Streams and Docks | |
Unit 3 | Quest Map - Mountains and Roads | |
Unit 4 | Quest Map - Forests and Cliffs | |
Unit 5 | Quest Map - Adding a Village | |
Module 4 | Interface Elements and Buttons | |
In this session, we’ll be covering many types of interface elements, or GUI. This will include buttons, progress bars, selection icons, radar, and anything else you might find while playing the game or within a menu. | ||
Unit 1 | GUI - Introduction | |
Unit 2 | GUI - Creating a Play Button | |
Unit 3 | GUI - Creating a Sci-Fi Style Play Button | |
Unit 4 | GUI - Progress Bar | |
Unit 5 | GUI - Adding Chains and Drawing a Compass Radar | |
Unit 6 | GUI - Selected Icon | |
Unit 7 | Space Style Buttons | |
Unit 8 | Overview of Finished GUI | |
Module 5 | Designing Game Characters | |
In this session we’ll tackle drawing your main character. We’ll practice drawing the in-game views (front, back and side) and more detailed closeup views for Selection Screens, App icons or Promotional Art. | ||
Unit 1 | "Choose a Character" Screen Part 1 | |
Unit 2 | "Choose a Character" Screen Part 2 | |
Unit 3 | Drawing an In-Game Character - Front View | |
Unit 4 | Drawing an In-Game Character - Back View | |
Unit 5 | In Game Character Side View | |
Module 6 | Character Animations | |
In this session you’ll learn how to animate your character from the previous session. We’ll look at front and side view walking animation, an attack animation, how to add an interesting attack effect, and how to export a PNG sequence or Sprite Sheet from Flash. | ||
Unit 1 | Animating a Front View Walk Cycle | |
Unit 2 | Animating a Side View Walk Cycle | |
Unit 3 | Animating an Attack Animation | |
Unit 4 | Adding FX to an Attack Animation | |
Unit 5 | How to Export from Flash | |
Module 7 | Terrain | |
In this session we will construct various top-down view terrains. Combined with the buildings and structures taught in the next session, you’ll have some very detailed backgrounds to work with. | ||
Unit 1 | Drawing Terrain - The Outlands | |
Unit 2 | Drawing Terrain - The Outlands Continued | |
Unit 3 | Drawing Terrain - The Ocean | |
Unit 4 | Drawing Terrain - The Ocean Continued | |
Unit 5 | Drawing Terrain - The Bad Part of Anywhere | |
Unit 6 | Drawing Terrain - The Bad Part of Anywhere Continued | |
Module 8 | How to Draw Buildings | |
In this session we will cover perspective points, sketching ideas for buildings and creating multiple different structures, as usual using Adobe Flash. You’ll learn how to draw a castle, tiki house, and modular style buildings which are great for filling larger background pieces with very little art. | ||
Unit 1 | Perspective 101 | |
Unit 2 | The Castle | |
Unit 3 | Modular Huts | |
Unit 4 | Sketching Ideas | |
Unit 5 | The Tiki House | |
Module 9 | Animation FX | |
In this session we will look at explosion FX which you could use for collisions, impacts, death sequences, etc. We will also practice animating looping effects to use in a background sequence. Great for adding a little extra life to your game’s scenes. | ||
Unit 1 | Star Burst Animation | |
Unit 2 | Ring Blast Animation | |
Unit 3 | Animating a Smoke Effect |