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The Best Art for Your Game

 Post subject: The Best Art for Your Game
PostPosted: Thu Apr 20, 2006 8:22 am 
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Unctuous Toady
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What is the best artwork for your game?

What kind of style, look or aesthetic would you use for a game you were making?


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The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.


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PostPosted: Thu Apr 20, 2006 12:22 pm 
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I wouldn't use crappy American Manga-Style regurgitations...that really p1sses me off....

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PostPosted: Thu Apr 20, 2006 5:18 pm 
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I would employ a good friend of mine who has awesome anime-style artistic talents. It'd be expensive, but well worth it.

Taro Rae's Deviantart, if you want to check it out.


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PostPosted: Thu Apr 20, 2006 9:49 pm 
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Whatever. I'm not particular.

If I were trying to market it, I'd probably hire a company to do a survey.

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PostPosted: Fri Apr 21, 2006 1:21 pm 
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Where does this strange hostility to anime / japanese style artwork come from? They have some really good stuff! I think that a game that corporated some of it, or heck, was based entirely around anime would do quite well.

Look at Battletech, they would be NOWHERE without japanese style artwork.


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Venator wrote:
The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.


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PostPosted: Fri Apr 21, 2006 3:16 pm 
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Nono, you misunderstand --- I said, "crappy American Manga-Style regurgitations," not *good* art in that style... There *IS* a difference... and I meant that statement to differentiate between 1) crappy and 2) non-crappy American Manga-Style.... although there is precious little of the latter...

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PostPosted: Sat Apr 22, 2006 11:25 am 
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Unctuous Toady
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Alright, how about some specifics here?

---------------------------

Here are somethings to consider:

1.) Which is better Color or Black & White illustrations?

2.) Are drawings that incorporate watercolors or a rough sketch-like quality a good thing?

3.) Should pictorial realism the be the goal for all artwork in gaming books?

4.) Which is better, bold lines drawings of characters or detailed highly shaded and textured drawings?

5.) What is the main goal of the artwork in general?
A. To illustrate the characters and events in the rules
B. To communicate the "feel" or atmosphere of the setting
C. To tell a story (or stories) that draws in the reader



Truckler

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Venator wrote:
The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.


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PostPosted: Sat Apr 22, 2006 12:15 pm 
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Gee, Perfesser, can I get a few minutes, lol...

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PostPosted: Sat Apr 22, 2006 12:57 pm 
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Truckler wrote:
1.) Which is better Color or Black & White illustrations?

2.) Are drawings that incorporate watercolors or a rough sketch-like quality a good thing?

3.) Should pictorial realism the be the goal for all artwork in gaming books?

4.) Which is better, bold lines drawings of characters or detailed highly shaded and textured drawings?

5.) What is the main goal of the artwork in general?
A. To illustrate the characters and events in the rules
B. To communicate the "feel" or atmosphere of the setting
C. To tell a story (or stories) that draws in the reader


1) Black and white is better for large publications, due to the increased cost of colour images. If you're having a quarter page picture every other page, with a few full-page illustrations thrown in here and there, you'll want to save as much as possible. That said, it never hurts to have a couple sections of nothing but colour artwork.

2) It depends on what is being portrayed.

3) Not all books are compatable with such a style of art. Personally, I'd avoid it entirely.

4) Bold lines and light shading, I think. Saves on cost, and is more likely to simply compliment the page's content, rather than draw attention from it.

5) A and B simultaneously. If the picture is in the middle of a section of fluff, then B and C are of greater concern.


That's my take.


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PostPosted: Sun May 23, 2010 11:15 pm 
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A good place to start is by comparing the artwork you want to an existing game's artwork. Collect screen shots of those games that represent what you want. While not technically a part of your specification, they provide a handy reference. For instance, it's much simpler to say "I want the terrain to resemble the terrain in WarCraft 2" than to fully describe what you're looking for.For cheap Zhu Zhu pets please see theZhu Zhu pets video hamsters site where you can buy Zhu Zhu hamsters at low prices.


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PostPosted: Wed Jun 09, 2010 10:21 am 
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Well, if we're doing specific artists, Kacey Miyagami would definitely be up on the list there.

As far as stlye goes for me it's obviously a matter of the games topic but I wouldn't go for anything:

1) over the top
2) with absolutely no stylisation (realism)
3) anything that seemed simmaler to another game in the same genre (because being told to stop stealing sucks :P )

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