Ego alert. Please ignore from here on in, and sorry everyone…
So, yesterday I commented on DSG's blog, because everybody else was doing it and also Depths.
But nevermind that, I made the claim that,
personally, I consider 30 minutes to be unacceptable for a sprite of that size. Nobody take it the wrong way,
please.
I've got OCD when it comes to timing… Inefficiency hurts…
Anyway, it bothered me that I'd made the claim without actually having any recorded time for a large sprite. I had some things to do at night that involved coming up with a new boss enemy for Exile, and… I remembered just in time to Chronolapse it (I missed the sketching of the outline, but that took 5 minutes maximum).
Watch this, pay close attention to the time on the taskbar:
http://www.youtube.com/watch?v=CN-DZ35Z7UA(Link because embed didn't work for me…)
In case you can't tell, I created the walking animation (With sufficient secondary motions) during that video too.
This is above the norm, so don't worry about it. Most game studios will request a work-rate of about one frame per 20/30 minutes, depending on the project and the work ethos. How do I know this? I applied last year for a position as Lead Artist. The only reason they didn't hire me was because the other artists objected to having an (at the time) 18 year old telling them what to do, and being
right. I'd feel the same if one of my brothers walked into the room and started trying to tell me how to shade…
Though they'd probably ask me why I don't just use the gradient tool…
Oh yes, my family does homeschooling. I'm past that by some way now, but last year my mother asked me if I could hold a supplementary 'class' for one of my brothers and my sister on computer based art. For two weeks I taught, giving them examples, leading them through others, showing them how to admire low-res work… only to have 'em flick the "format memory" switch after it was over. v_v
It's so hard to get some people to admire the art in a 2D game, or even a 3D game, instead of being blown away by cheap shader effects.
Anyway, I won't talk too much about my game, other than that I'm getting somewhere with it at high-speed. I'm just making enemies, music and levels now, really… ;3
And don't worry, that goblin is a thing of the past… I'm working with 64x64 minimum now, which matches the textures on the walls/floors/ceilings.
Shutting upQuick overview of my spriting method - animation includedThis is supplementary to that video I posted. The method I use is 'simple', in that I begin with a mental image of what I'm going for (In this case a mutant/golem type enemy; large, hulking and strange looking.
I began with a 64x64 canvas and drew the upper torso (Sketched in GM8's sprite editor with the pencil tool), but I found that I didn't have enough space to comfortably draw the legs.
Rule #1 when this happens: Don't squash the sprite, stretch the canvas. So I extended the canvas to 64x128, and continued from there.
I achieved basic shape symmetry by copying the left-half of the outline after cleaning it up, and pasting it flipped over the right-hand-side. (There's nothing wrong with this. Asymmetry can be achieved during the shading/coloring/detailing stage, but geometric symmetry helps with the form).
I then decided on my base color. I took a muddy brown in this case, and filled the entire outline with it so I could see the form properly.
After tweaking a few of the shapes I didn't like, I change the black border to a darker brown (Color bounding > Black bounding except in a few exceptional cases, or if you're going for a cartoon look).
I then began the shading process with two tones besides the neutral brown (Slightly darker and a bit more than slightly lighter with a hue-shift towards yellow).
The placing of the shading is with the light source coming from above and to the front. Never use 'from-the-side' shading in a 3D game with 2D sprites. In fact, be very careful with any sort of shading at all.
Note in the video that I'm working on one side of the sprite primarily. Later on I copy/flip/pasted it. This isn't breaking the rules in any way, and is often used by professional artists when working with front-facing sprites. The shading may need adjusting if you do this, but that can be done in the detailing phase.
As for the animating, it's the hardest part to explain. But I'll try. The set I worked on in the video was the walking animation. For this, I began by deleting half of the sprite (Working in halves again), and worked on getting the left hand side to hop in a satisfactory way. I added in some secondary motions (The arm moving, but not much. The chest heaving a bit. The head moving with the spine. The back raising a bit; This is a heavy creature, which moves ponderously).
I then copied the right hand half of the
original sprite, an placed it in each frame of the halved walking animation. A bit of flip+paste later and I had the walking animation base. From here, I was able to tweak the bits of motion I didn't like, add in extra shading details and make the cycle slow down on foot contact.
Well, dunno if this bit of drivel is going to help/hinder somebody in some way or the other, but here it is. Enjoy reading it. No, you're not getting any more out of me about Exile; wait for the press-release. :3
Some statisticsThat's the project so far. Out of that, the player code is the largest file weighing in at nearly 1500 lines. Remember kids, the higher your line count, the more bugs you'll find!
I've been training to become a ninja bug-swatter. Therefore I now make liberal use of the stack trace, breakpoints, and in some cases disassembly. Practice makes perfect.
Interesting little thing happened yesterday; I wrote an inventory system (Only about 180 lines of code, I believe), but I wrote it in one stint and didn't test it during that time. When I was done typing it out, I automatically thought as I hit the F9 key that I was going to get ye longe liste of 'WTF ARE YOU DOING, HUMAN?' from the compiler. All I got was one measly typo, which happened to be a case of replacing a semi-colon with a colon.
But instead of making me feel better, this instantly put my guard up; there is no such thing as perfect code… so I launched the game expecting at least half a dozen segmentation faults. I got nothing. Until much later, when I discovered a bug, and was caused by trying to access an empty list. That was easy to fix, but was looked over when I wrote it. The moral of the story is, don't trust code that works the first time. Because it doesn't.
The larger companies will make you jump through so many hoops and fondle so many balls before you get anywhere with them.
It confuses me sometimes how the AAA devs often require you have experience in AAA games. So how're you gonna get that AAA experience if you can't get onto a team that's making a AAA game? I think it's all different depending on the position. I often hear that the field I'm working towards requires nothing more than a badass portfolio, time management skills, and a hyperactive imagination.Home schooled, eh? That'd explain the ego.
Up until now I thought I was being such an asshole. I feel a little better now.
Well, if we have a collection of statements from various personified inanimate objects, and one of the objects is a blanket that happens to be intellectual, then "intellectual blanket statement" actually makes perfect sense. So I don't know what you're talking about.
I don't know what's going on any more and I'm frightened.
Heyyy, I'm home schooled.
Also Eva, you said AAA so many times it sounds weird now.I was homeschooled until the 7th grade, which coincidentally, was the year I learned I'm not hot shit.