This week we are back to building stacktus, we took quite the break. It’s been three weeks of solid 3D work, from Ubisoft NXT to building Castle Seige for Sprint Week, and finally blocking out in unreal last night. It’s safe to say simplistic 2D iconography will be a shift of pace.
*Disclaimer! My group is really great, and I really enjoy our game, I’m just looking to enjoy it even more! (we don’t have too many problems right now)*
So how do we handle this shift? I know that my group is super excited to be back on the Stacktus case, I, however, am slightly less exit (in a good way?)?). I am excited to get this game made, because the game is pretty great, and I really look forwards to playing the finished version. But I’m not super hyped to be doing 2D sprites again. Of course, this is life, so what can I do to make making sprites for 5 weeks the more engaging, so I can meet and help build on my groups level of excitement?
- Pretend it’s all just 3D!
- Work in some 3D on the side?
- 3D curves… 2D curves….
- Get over it.
- You don’t need to love the art, just the game?
This is a stretch, but who knows. The design principles are all still there, just different tools.
I’ll probably do this anyways, keeping the understanding of form and connection of parts should actually help build the 2D art.
My background is graphic design, so naturally, I get along really well with Adobe Illustrator. Those AI curves flow a lot like 3D curves, and use a lot of the same thinking processes. Also, our design is flat tone, simple, and curvy… sounds like a job for vectors!
This is a pretty minor issue overall, perhaps it doesn’t need a solution? At least not as a priority.
Looking at the whole picture can help motivate any granular details I (our you) may get stuck on. The game is really fun to play, keep making art and it will hopefully get more fun to play!
Overall conclusion… all of the above. These options each have some place in the dilemma: I was going to work in 3D in my free time anyways, I always do; I was already using AI it is the best tool for the job; most importantly this is a very tiny issue, so at any moment just getting over it will probably be a good idea. And most of all, whenever working on a game, it’s important to remember the whole product, the experience you are delivering and work on that through all of your components.