Concept design first pass sketches??
ray bradbury summer in a day short story, but for class, make it a shitty indie game, but only step 1 of designing the art pack that might be used to make shit for that game, idk ts is hard bro
seen from Türkiye
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seen from United States
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seen from Malaysia

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seen from Canada

seen from Canada
seen from Canada
seen from United States

seen from Canada
seen from China
seen from Türkiye
seen from United States
seen from United States
seen from Maldives
seen from Canada
seen from United States

seen from Canada

seen from Canada
Concept design first pass sketches??
ray bradbury summer in a day short story, but for class, make it a shitty indie game, but only step 1 of designing the art pack that might be used to make shit for that game, idk ts is hard bro
Mastering Isometric & Isomorphic Game Design: A Quickstart Guide to Unlocking 3D Potential in 2D Worlds
We say that: “oh I love that Baldur Gate, let’s crack out an isometric.” Or, “oh, digging this Final Fantasy Tactics stuff, let’s do that sideways angle thing.” But what does that mean? Let’s break it down mathematical. T:(X,∥⋅∥X)→(Y,∥⋅∥Y) is a isometric isomorphism if it is a linear isomorphism, and it is an isometry, that is ∥T(x)∥Y=∥x∥X∀x∈X; T:(X,∥⋅∥X)→(Y,∥⋅∥Y) is a topological…
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Electronic screens show up a lot in my level design—some directly expand the world-building, some echo with in-game items and reinforce the lore. To encourage players to absorb the setting, interacting with these screens grants small rewards the first time. That’s also one of the reasons I chose an RPG system in the first place.
Overcoming Game Environment Design Challenges
This blog addresses key challenges in game environment design, including performance optimization, maintaining style consistency, and ensuring interactivity. It provides actionable solutions such as playtesting, style guides, and dynamic features to overcome these obstacles, ultimately helping designers create visually appealing, functional, and immersive game environments that enhance the gaming experience.
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My finished “Game Environment Design” for my Art and Design class. I imported the screenshot of the 3D Environment I built using SketchUp into Photoshop, and added enemy positions, colour, shadows, highlights, and textures. Important Design Notes: - Enemy 1 is purposely placed behind a lone cart to introduce the player to a fight mechanic that lets them smash into vendor carts to damage nearby enemies with shrapnel. - Yellow-fabric roofs signify a nearby secret area or pathway, rewarding players who pay attention with hidden collectables. - In order to draw attention to the distant stone wall that the player must pass to reach the next area, I painted it with a lighter colour, gave it strong contrast via lighting and adjacent shapes, added a central gouge that captures interest, and placed 3 convenient boxes for the player to interact with via the jump mechanic.