Posts Tagged ‘digital painting’

Starfarer: Celestial Spheres

2011/03/02

The world of Starfarer has lovely 3d planets which roll beneath whatever chaos you are sure to wreak out in space. It is only right, for what good is space without planets to fight over?

Below: Flying an absurdly over-armed frigate past a jungle-covered planet.

Read the rest of this post on the Starfarer development blog

Dredmor Skill Icons

2011/01/28

I’ve just finished the latest round of revisions to the entire pile of spell icons. This is just one task which is part of the massive spell overhaul we’re doing for Dredmor’s beta 0.92 (when I’m not getting distracted drawing the disembodied heads of founding members of Gaslamp Games).

Man, there are a lot of these buggers, but they do get easier (and better) every time I redraw them. Telling you anything about them would ruin the fun*, so I’ve just thrown together a collection of some of my favorite spell and skill icons for your enjoyment:

dungeons of dredmor skill and spell icons

Still have to draw animated effects for most of these. Urrgh.

* whereas “the fun” refers to how much fun I have as people try to guess what the hell some of these skills do.

[Originally written for the Gaslamp Games blog]

Starfarer: Pew Pew!

2010/12/23

Or: Weapon design & graphics modularity in Starfarer

A game which revolves around combat in space naturally places great importance on the weapons uses in said space. In short: They must look really cool. Here’s a picture to show how I’ve been going about this:

Click to view full size. You see here the process of taking a weapon design from concept art to pixel-art sprite to in-game screenshot. The barrels of the Heavy Autocannon — a nice standard warship cannon — recoil individually upon firing.

And how about some background on what influenced this outlook on displaying weapons?

Read the rest of this entry on the Starfarer blog

Starfarer Ship Design

2010/11/29

This is from a series of posts I’m writing to promote the space combat sandbox/rpg game Starfarer by Fractal Softworks.

Ahoy there! My name is David and I’m what passes for an artist around here. But enough about me; I’d like to talk a little about how the graphics of Starfarer come to be, starting with the Onslaught-class battleship which we have already featured from a standpoint of gameplay and game fiction. I’d like to show you my process of creating the visual design of the Onslaught from concept sketch to final sprite.

The Onslaught-class Battleship from concept to sprite:

Read the rest of this entry on the Starfarer blog

I don’t know what this is but I want to do the art for it

2010/10/06

Painted these while daydreaming about tile-based games:

What is it, the world map of an RPG set in a post-apocalyptic world, a spiritual successor to Fallout? (The only Fallout.) Is it Armageddon Empires with charmingly re-interpreted graphics and non-awful UI?

(From a design and aesthetics standpoint, I admitĀ  it’s actually a combination of the idea of Danc’s Miraculously Flexible Game Prototyping Tiles with a reaction to Arne’s art style, particularly how he draws terrain, as you can see in the Cortex Command campaign map.)

The Art of Neptune’s Pride

2010/09/30

Sometimes one gets very busy and doesn’t have much time to write in one’s blog.

Then one can drink too much coffee and get the bright idea to write about other people’s work rather than one’s own. Let us to it.

I love the art for the alien species in the real-slow-time strategy game Neptune’s Pride by Iron Helment. The color and weirdness recalls the alien design of Star Control 2 and Ascendancy.

Did I mention the color? It’s just bright and bold and wonderful, the sense of design has a joyful weirdness to it. And it’s just so painterly. Very impressive.

[Image “borrowed” from the Neptune’s Pride review at Bene Factum.]

I’ll have to share more game art that I enjoy and find inspirational. (Makes good filler, if nothing else, hah!)

Update: The artwork above is done by Drew Whitmore.

The Quick and Easy Alpha and Omega Art Tutorial

2010/08/11

Arne Niklas Jansson is amazing; I love his art. You might know his work from Cortex Command or the frickin’ flying spaghetti monster and uh, other stuff probably … point being, he’s an inspiration whose accomplishments I aspire to.

I don’t generally make a post for the sake of just a link, what with believing in the creation of original content, but he wrote an amazing art tutorial that trumps everything I could possibly say in any short amount of time. If you’re at all interesting in making art, read it. It’s simple, comprehensive, and I’m still reeling.

(Ugh, now I have to draw everything differently.)

Dredmor Comics: The Curse, page 1

2010/08/09

Okay, done. With page one of five. (This is going to take longer than I expected.)

This is a comic I’m drawing to promote Dungeons of Dredmor which has been written by the talented Mr. Vining, our lead programmer, and illustrated by myself. I’m going to do these as a series, so uh, stay tuned for more in the next … some period of time.

Click the image below to view the first page.

(Yeah, it doesn’t fit too well on this 450px-wide layout. I should fix that one of these days.)

Gaslamp Portrait (sketches)

2010/07/01

[Posted to the Gaslamp Games blog.]

For the Great Gaslamp Webpage Revival I’ve started drawing steampunk portraits of the crew of the good ship Gaslamp Games.

(click to view full size)

From left to right: Nicholas, deranged technologist/bootlegger; David (myself), foppish art-lord; Derek, internet-tube engineer; and Daniel, merchant of ludology and man of science.

I’ll probably make them more overtly steampunk to fit the theme of the Gaslamp site, maybe with a sepia-tone photograph and vignette effect. Yeah, I stole my pose from a picture of Oscar Wilde; the rest I just winged. It’s hard to draw people you haven’t hung out with much in person (Derek in this case) or who are mysterious and don’t put pictures of themself on Facebook (Daniel the engima); Nicholas is probably the easiest to draw because he’s got crazy mathematician hair and is just … a real character. And for myself, it’s very hard to try to be objective with a portrait; It feels narcissistic. Not that I’m against narcissism as-such, it just feels like it could be very crass, indulgent, and cheap if done poorly. Rembrandt got away with self portraits, of course; And there’s Albrecht Durher and Egon Schiele, clearly narcissistic, but they’re allowed because they’re that good. But I digress: The website will be fun.

Sketches

2010/06/14

Trying some things. Keeping saturation below 50%.

Darklands is on the mind. I love gothic sallets.