
Welcome to the course! Feel free to go at your own pace, watch the videos you are interested in, skip the ones you don't need! This course is for you! Happy Adventuring!
Craft a compelling game story around a relatable lead character and a clear incident. Plan the ending, use red herrings, and allow growth and multiple endings to keep players engaged.
design character graphics using adobe photoshop or similar painting programs, exploring a photoshop subscription of ten dollars per month for experimental use, featuring the ptarmigan character.
Master the Photoshop intro for character design by setting up a canvas, using a hard round brush with pressure, and managing layers, opacity, and tools like move, eraser, and history.
Outline the story and character purpose before design. Create a character for the kingdom of Tarnow in ruins, considering attributes and motivations, then prepare in Photoshop with a ready palette.
I am adding the 5-pose character sketch file to this lecture. I work on it for the next 6 videos... Feel free to skim through these character sketch videos if you are an advanced user, they show the whole creation process which can be tedious to watch if you are at an intermediate or advanced photoshop level, but skimming through them can still give you a general idea of the process. If you are struggling to draw your character at multiple angles, these videos could still be helpful for you.
Develop a front view of a youthful prince, detailing hat, hair, collar, and sleeves, while planning separate layers for costume pieces. Refine legs, pockets, boots, and hand anatomy.
Develop side view and three quarter character sketches for a 2d adventure game using guidelines, layered construction, merging layers, liquify, and refinements of eye line and chin.
Adjust the head to a three-quarter view by lowering it slightly, sketch the skull, brain, chin, and neck, and apply perspective as the farther shoulder rises with depth.
Develop character design across five main views by focusing on the three-quarter back view and full back view, using tracing on new layers and horizontal flips to position features.
Color the front view of the character by creating a front color layer, applying skin tones, shading, highlights, and lighting to define hair, wardrobe, and features.
Use the color picker to sample colors and paint on a new layer behind the three-quarter front sketch, establishing base colors, edge sealing, and readiness for later piece separation.
I have attached the finished 5-pose colored character graphics to this lecture, if you'd like to examine them up close or experiment with them.
Separate the character into movable pieces, such as head, torso, and arms, and mirror the left view for the right side to prepare for animation.
Separate the character into head, torso, arms, legs, and feet pieces, copy and paste, clean up edges, and label them before starting bone rigging and a walk cycle animation.
Separate a character's third quarter back view into pieces using manual selection, copy-paste in place, and edge cleanup with the eraser tool, preparing the back view for animation.
Rig a character in Moho Studio by converting pieces to a bone layer and adding pelvis-to-limb bones. Bind the limbs, adjust offset and strength, and test for animation readiness.
Learn hands-on bone rigging for a 3/4 back view character: separate layers, convert to bones, build a spine and limb hierarchy, test movements, adjust transforms, and save progress.
Convert the grouped letters to bones, align the pelvis and tailbone, switch to offset, and save the back view pose for later mirroring into multiple poses.
Create a new document for the Christopher down left view rig, import the down left pieces, and add bones from pelvis to head while adjusting offsets and testing the animation.
Bring five bone-rigged poses into a single document, set the canvas and project settings, and prepare assets for a polished walk cycle with offset adjustments and left-right mirroring.
Develop talking character poses by duplicating head layers, building blink and multiple mouth positions, refining eyelids and teeth with brushes, then organizing into a switch layer for animation export.
Design character talking and idle poses for a 2d adventure game by editing mouth moves, blink cycles, and facial features, binding to bones and exporting frames for Unity.
Apply a 2D walk cycle by crafting contact and passing poses, mirroring arms, adjusting bone transforms, copying frames, and refining timing for a looped animation with subtle tweaks.
Learn to craft a two-dimensional walk cycle by faking three-dimensional with pivots, transforms, and tilts in a front view. Copy frames and balance the hip and head to convey motion.
Adjusts a 3/4 back walk cycle by selecting and copying bone frames, aligning poses across frames, refining spine, head, and feet for fluid animation.
In the back view walk cycle, adjust the contact pose with the left leg forward and counterbalance the hips, then copy frames and test the loop for smooth playback.
Export animations to an image sequence format with the preset PMG by exporting frames one through twenty three, queuing poses, centering the camera, and saving with underscores in walk-cycle folder.
Animate a character in Unity, bring assets into a game world, and design levels, with an intro to Photoshop for digital painting and graphics tablets, monitors, and input devices.
Design game worlds and levels using thumbnail sketches to block scenes, define boundaries, and outline goals. Build an island setting like the Land of Cairene with starting locations.
Turn your game ideas into thumbnail backgrounds, planning exteriors, barriers, and parallax layers to guide exploration. Learn to map routes, use horizon lines, atmospheric perspective, and depth with multi-layer backgrounds.
Compare graphics tablets and pen monitors, learn how pressure sensitivity and brush dynamics shape lines, and assess cost and brands to choose budget-friendly options for beginners.
Explore color theory with the color wheel, learn primary red, yellow, and blue, add white and black, and discover analogous, complementary, triadic, and monochromatic schemes and value.
Explore how Photoshop enables artists to build landscapes with layers, brushes, and textures, and create custom brushes like scatter and grass for efficient art.
In this course we will go through the process of creating your own 2-D storybook-style "Point and Click" Adventure Game, including story, game world and character design, creating your own art assets in manipulable layers, animating your character, bone-rigging your 2D character in multiple angles for quick animating of an 8-pose walk-cycle. We will also cover practices for creating original music for your game, voice acting and recording dialogue for your characters, and finally bringing all of your original assets together and programming them into a functional scene for an adventure game (in an artist-friendly programming environment).
You can follow along using the same software titles in the course, or apply the concepts learned to your own music and art creation software choices.
The software used in the course will be...
Adobe Photoshop: for background art and character creation.
Moho Studio Pro: for character animation.
Logic Pro X: for music and voice recording/ editing.
Adventure Creator Game Toolkit for the Unity Game Engine for bringing all of the game assets together and programming your game! (Don't worry, you can program your entire game without needed to type out a single line of code, it is very artist friendly).
Additional Topics Covered:
Light music and art theory
Brief history of instrument sampling
Discussing effective hardware and software tools