This course will teach you the process I use to create basic game art, objects and props, needed for games. The course will focus on a Vector generated cartoon stylized format seen in many games.
Learn to build assets in a simple format, by breaking objects down into individual components and building up the details of each component to a final result.
This course will take several hours to complete, if you follow along step by step in the process. We will begin with very simple objects, and then move along into more and more complex designs as we progress.
By the end of this course, you will have created several small props, along with multiple fantasy swords, shields, a treasure chest, and a detailed guillotine as the final project
This course is structured to teach you the basics of the DrawplusX6 application although other vector programs like inkscape can work just as well. If you are familiar or more comfortable with a different vector application then following the steps should be easily transferable to that application.
Once you understand the basics of how to build objects, and add details and shading to them, you will be able to create most any game component you require in your games.
What this course will teach you:
What is a vector and how to use vector shapes to build art for games.
How to navigate the interface and use the primary tools within the DrawPlusX6 application.
How to view reference photos, and rough in general shapes, to gradually build up a complete object.
How to use existing shapes, to create the necessary shading to add detail and depth to your objects.
How to create several objects, walking through the process from concept/reference to completed, exported image file.
What this course will not teach you:
This course will not go into details on creating characters or monsters or entire game levels, as it will be focused on individual objects/props.
We discuss exactly what we will be creating in the course, and a general guide line for the remainder of the course.
A brief discussion, to understand what vectors are and how we will use them to build our game art objects.
A quick application and interface overview of the DrawPlus X6 application.
We have a discussion about how to look at everyday objects and break them down into small elements for design purposes.
We discuss how to use reference images as a baseline for component creation. We will look at an image of a clock and show how quickly and easily, using only basic shapes, we can build a vector graphic representation of it.
We take the time to review the common keyboard shortcuts we will be using for the remainder of this course, along with a final review of the application interface.
We setup our document in DrawPlus X6 as we prepare to begin our first project.
We begin to utilize simple shapes and techniques to create commonly seen objects in adventures games. We construct a Bomb, Crystal, Coin, and Key.
We add details and shading to the simple objects we previously created.
We begin the building process for a simple fantasy style sword.
We add in details and shading, to complete our sword.
We create the base shapes, necessary for the complex sword, cutting, combining, and adding lines as necessary for the desired result.
We begin adding details and shading to the complex sword.
We continue the detailing process on the complex sword.
We finish the complex sword shading and details.
We build a basic fantasy shield with only a few base shapes and modifications.
We add in the shading and detailing to the basic shield to give it some character.
We generate the shapes needed to construct a more complicated fantasy style shield.
We begin the process of adding in shading and details for the complex shield.
We continue the detailing and shading of the complex shield.
We finish up the final details and shading for the complex shield.
We move on to creating another complex object, the treasure chest.
We complete the construction of the treasure chest.
We begin the shading and detailing for our treasure chest.
We continue the detail and shading work for the treasure chest.
We complete the final detail and shading work on the treasure chest.
We begin constructing our final complex object, the Guillotine.
Continuing the process of building the Guillotine components.
We begin to detail and shade the completed sections of the Guillotine.
Continuing to add details and shading for the remaining components of the Guillotine.
Completing the final details of of Guillotine project.
We add a few final touches to the Guillotine project.
We go over some easy steps on how to create small changes to static objects to produce simple animation sequences.
3D effects, glows, drop-shadow, gradients and other special effect options
We go over the steps and options for exporting completed vector creations, for use in other applications or game engines.
A few hints and ideas on next steps, to continue improving your vector skills.
A quick thank you, and goodbye to all course students.
This section includes a mash up of the creation of several additional small game props.
As a course student, you are herein given the rights to use all of the content in the attached data files for your own personal, professional or commercial use. As the author I maintain all rights to the created art, but I do grant you the ability to use the content royalty free. The only restriction is that you may not repackage any or all of the content and distribute it in a bundled format (IE, as part of a clip art package etc.)
Hi I’m Sam Leoncini
I have a passion for video games… it feels like I have been playing them most of my life.
I went to school for computer programming, and currently work in the IT field. Although my current position does not allow me to make games, I still find time on my own to work on personal projects.
I am a small indie developer, and I focus on simple mobile and casual style games. I have published multiple games with massive publishers like Big-Fish, as well as other casual games portals, and mobile outlets.
My main focus is adventure games, specifically with fantasy based themes. I have worked on large online adventure games, but my true love is small simple but fun indie style games, large projects with teams of developers just does not offer me the same feeling of accomplishment as building a game and all of its components by myself from concept to compiled executable.
I am skilled in 3D modeling and texturing, but my primary game assets now a days are simple vector art graphics. With the barrier of entry into vector art being so simple for non-artists, it allows an indie developer an outlet to generate their own artwork in a timely and cost efficient manner. As mobile platforms continue to grow, the ability for simple yet fun and addictive phone and tablet games to come to market grows with it, currently the sky is the limit.
Hopefully I can use my acquired skills, and pass along some of the tips, tricks and techniques I have learned over time, to help others that may be starting out in the field of game art as well as programming.