Art production is a very key factor in the whole process of making a game. It’s important to know and plan out the art assets correctly to avoid potential problems near the end of the project.
Continuing on with my previous post on Folklore’s development process, let’s focus a bit on the art assets. The biggest telltale sign of the Folklore team’s first environment would have to be the Faery Realm. The reason this is so is evident in their first demo, which features the Faery Realm, and Warcadia. Sounds like the obvious of course, but there are other things that point to that, and the reason I’m going into it is because it sheds light on their production process.



I’ve decided to put up a little diary of the processes I go through in order to create a piece of art. This is not really a tutorial, as a lot of this stuff is hard to explain other than “You just gotta keep at it until you get it.” but this will give you a pretty good idea on how to approach a project. I’ll be using my Apprentice Mage painting as the example. (how fitting for a tutorial).
Welcome to the second part of my basic compositing tutorial. If you haven’t gone through the first tutorial yet, I suggest you do so. Otherwise you will have no idea where I’m coming from or what I am doing at this halfway point.
This tutorial assumes you know very basic photoshop skills. If you don’t know anything about Photoshop, you may have trouble following along. I will try to be as clear as possible and have images to illustrate exactly what I’m talking about where needed. This tutorial was constructed using Photoshop 7, but Photoshop CS2 and above work the same way. To see a larger image, just click on the thumbnail and a pop-up will appear. Be sure to close the pop-up before continuing.
So it’s finally the weekend again, and my wife is doing overtime at work. Soon I know that I’ll be doing overtime too. Last night though, I decided it would be good to try out flOw, one of the Playstation Store downloads.
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