
Learn to use the brush tool as a drawing tool, adjust fidelity, and create brush strokes with a brush palette, including fixed pressure and patterned brushes.
Explore cell shading basics by learning how to light drawings with a cone of light, build layered highlights using overlay mode, and preserve luminance to define form and depth.
Explore line tools, arc tool, spiral tool, and grid tools to create straight lines, arcs, spirals, and grids, including a perspective grid and polar grid.
Sketch a cute character using a free program like Alchemy, adjust pen pressure and transparency to create a light sketch, then refine features to bring it to life.
Build modular line art in Adobe Illustrator by using brushes and oval shapes, applying multiply transparency, separating parts for animation, and organizing layers for pivoted movement.
Explore cell shading techniques in Adobe Illustrator by building a character’s color palette with complementary yellow-orange tones, layered fills and strokes, for animation-ready grouping.
Explore the spriter pre-production pipeline by organizing layered character art in a folder-based project, setting origin points, and assembling torso, head, and arms for animation.
Set up a Spriter Free Edition project by organizing artwork folders, building a 2D character from torso, head, arms, and legs, and configuring layers, origins, and bones for animation.
Manipulate the animation timeline by adjusting layer order, object properties such as scale and rotation, and tweening positions, then export animations with looping and playhead control.
Explore the bone system and how bones and a pivot point drive joints and movement. Apply bones to a character to build a basic control workflow for dynamic 2d animation.
Design and connect a 2d character skeletal system by laying out bones for the upper body and legs, attaching joints, and ensuring coordinated movement.
Attach bones to the character by sizing and placing them on the torso, pelvis, and legs. Bind each bone to its corresponding image to enable mobility.
Create a jump animation by building a skeleton, applying anticipation, and refining timing with easing curves and key poses, then test, copy, and adjust for weight, flow, and linear timing.
Refine a 2d character jump by building a rough, timeline-based animation, adding squash, stretch, anticipation, gravity, and bounce, and configuring bones or sprites for a smooth, lively performance.
Develop a walk cycle by animating a swing leg that catches and leads the next step, with the trailing leg and arms coordinating for a fluid stride.
Add secondary animation to improve balance, adjust the head, hands, and eyes while refining walk animation; tweak up and down movements and prevent eye shifts for smoother character motion.
Create the run animation by adjusting keyframes on a 600-point timeline, switch, refine leg and arm positions, and bring the character down to earth for catching, prepping for secondary animations.
Improve the run animation with squash and stretch, adjusting the head and torso at keyframes to create a more organic, bouncy motion, and plan secondary animations like slide or hit.
Add expressive life to a character by creating new hand and arm poses through duplication, foreshortening, shadowing, and highlighting, exploring multiple poses from flat hands to dynamic poses.
Learn advanced hand poses with foreshortening, forearm views, and consistent line work, using size, an eyedropper tool, and gesture planning to prepare for drawing the other hand.
Create matching hands on both sides with darker colors for continuity, reverse and flip shapes, and refine the thumb ball and fingers as you finish the hands.
Explore advanced hand posing techniques, adjust knuckle shapes for light and dark shading, and separate hands into layered groups to ensure all parts stay on distinct layers for flexible animation.
Develop leg poses by adjusting length, maintaining thickness, and applying foreshortening to create believable angles. Add highlights and refine knee caps and feet to complete the look.
Create a hit animation for a game character by crafting frames, momentum, and limb poses from contact to impact, including fetal positioning and eye changes.
Explore transitional animations by recreating soft and hard knock downs, mapping recovery frames, and refining timing with frame copies, flips, and subtle secondary animation to convey contact and rebound.
In this course, I will teach you how to design and animate 2-D game characters in the simplest, clearest way possible. You will get an over the shoulder viewpoint of my actual workflow from start to finish.
By the end of the series, you will be able to build modular game characters that allow for an unlimited amount of movement and poses needed for most game characters. You will learn how to create expressions and switch them out depending on what actions the characters were taking.
In this course, you will learn:
Always start with the end in mind!
In this course, you will not only learn how to animate 2-D game characters, but I will also teach you how to design characters for multiple screen sizes. Screens are now smaller than ever, and not everyone plays games on a TV, so is essential that we maximize the screen real estate so the main character stands out as they should.
We will also touch on simple color theory so we can create a color scheme for the character that works well with his environment. We will design the character in specific proportions that will allow for the most readability and clear understanding of what the characters capable of as soon as the player sees and interacts with the character.
We will then move on to a basic walk cycle building off the momentum from the simple jump animation we just finished creating. The methodology I'll be using for these lessons is that we make a solid foundational animation, then overlay our secondary animation over the foundation, this ensures that the core animation is complete and we don't get bogged down with details too early.
Enroll today!