Create your own 2D art for games.
4.7 (9 ratings)
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Create your own 2D art for games.

Learn how to build 2D vector art for use in your own games and apps.
4.7 (9 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
217 students enrolled
Created by Sam Leoncini
Last updated 11/2015
Current price: $10 Original price: $20 Discount: 50% off
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  • 7.5 hours on-demand video
  • 1 Article
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Build simple game props/items
  • Build complex/compound props/items
  • Learn the basic interface/tools within the DrawPlus X6 vector application
  • Learn the basics of shading, to give your objects depth
  • Learn the basics on adding detail to your objects to make them stand out
  • Learn the basics of animation to allow your objects to come to life in game
  • Understand how to export your artwork in a format used for your game/app
View Curriculum
  • DrawPlus X6, (or any suitable vector program like Inkscape)
  • This course uses the basics tools, all of which are also within the new release X8,

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.

Who is the target audience?
  • This course designed for beginners, and non-artists looking to learn the skills necessary to create their own art for video games and applications.
  • This course can also be used with the current version of DrawPlus X8, as we introduce only the basic tools, which have not changed in the newer version.
Compare to Other Game Art Courses
Curriculum For This Course
42 Lectures
Starting Out
9 Lectures 57:35

We begin with a brief description about the course.

Preview 01:29

We discuss exactly what we will be creating in the course, and a general guide line for the remainder of the course.

Preview 03:27

We discuss the software used in the course, and alternatives.

Preview 01:27

A brief discussion, to understand what vectors are and how we will use them to build our game art objects.

What is vector art

A quick application and interface overview of the DrawPlus X6 application.

DrawPlus X6 overview

We have a discussion about how to look at everyday objects and break them down into small elements for design purposes.

Visualizing and making shapes

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.

Reference materials

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.

Review of common controls and commands

We setup our document in DrawPlus X6 as we prepare to begin our first project.

Preparing your workspace
Building Simple Objects With Shapes
2 Lectures 27:48

We begin to utilize simple shapes and techniques to create commonly seen objects in adventures games. We construct a Bomb, Crystal, Coin, and Key.

Creating simple game objects

We add details and shading to the simple objects we previously created.

Shading and detailing simple objects
Expanding Our Skills, Building More Objects
12 Lectures 02:31:22

We begin the building process for a simple fantasy style sword.

Our first fantasy sword

We add in details and shading, to complete our sword.

Applying the shadows and highlights

We create the base shapes, necessary for the complex sword, cutting, combining, and adding lines as necessary for the desired result.

Kicking it up a notch, making a complex sword

We begin adding details and shading to the complex sword.

We begin to add in some details

We continue the detailing process on the complex sword.

Continuing to refine our sword

We finish the complex sword shading and details.

Completing the sword project

We build a basic fantasy shield with only a few base shapes and modifications.

Let's make a very basic shield

We add in the shading and detailing to the basic shield to give it some character.

Quickly generating our shading effects

We generate the shapes needed to construct a more complicated fantasy style shield.

Blocking out the base shapes for our second shield

We begin the process of adding in shading and details for the complex shield.

A whole lot of fine detailing efforts going on

We continue the detailing and shading of the complex shield.

We continue to modify our shield into a piece of art

We finish up the final details and shading for the complex shield.

After all that effort, finally the end result
Quick Review Before We Move Ahead
1 Lecture 03:56

We do a quick review of the techniques we have used so far for object construction, and look at a few more quick tips.

Preview 03:56
Continuing To Advance Our Skills, Building Objects
5 Lectures 01:07:03

We move on to creating another complex object, the treasure chest.

There be, a Treasure Chest!

We complete the construction of the treasure chest.

We continue the evolution of the chest

We begin the shading and detailing for our treasure chest.

Small portions at a time we add in details

We continue the detail and shading work for the treasure chest.

Additional manipulation and modifications

We complete the final detail and shading work on the treasure chest.

A treasure to be proud of
Our Final Project
6 Lectures 01:45:51

We begin constructing our final complex object, the Guillotine.

The Guillotine project, so it begins

Continuing the process of building the Guillotine components.

Construction continues

We begin to detail and shade the completed sections of the Guillotine.

Beginning to bring out the details

Continuing to add details and shading for the remaining components of the Guillotine.

Continuing to add the features

Completing the final details of of Guillotine project.

Yet another round of fine tuning and tweaking our work

We add a few final touches to the Guillotine project.

The finishing touches, and were done
Odds, Ends and Extras
4 Lectures 26:53

We go over some easy steps on how to create small changes to static objects to produce simple animation sequences.

Introduction to animating objects

3D effects, glows, drop-shadow, gradients and other special effect options

3D and special FX

We go over the steps and options for exporting completed vector creations, for use in other applications or game engines.

Exporting your images

A few hints and ideas on next steps, to continue improving your vector skills.

Where to go from here
In Closing
1 Lecture 02:15

A quick thank you, and goodbye to all course students.

Final Thoughts
Bonus Content
1 Lecture 14:03

This section includes a mash up of the creation of several additional small game props.

Collection of additional game objects
Course Files
1 Lecture 00:02

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.)

Archive of the source files created throughout the course
About the Instructor
Sam Leoncini
4.7 Average rating
9 Reviews
217 Students
1 Course
Game Developer & Digital Artist

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.