Making Pixel Art UI in Aseprite

The resurgence of pixel art in the modern games industry has sparked an explosion of interest in the art form. While there are certainly a plethora of reasons for that, I’ve chosen to work with pixel art because it seems the perfect compromise between precision, simplicity and, of course, accessibility. I’m working on a lengthier post about the relative merits of pixel and other art forms for game development, but for now I just wanted to elaborate about the task of creating a rich and clear GUI (graphical user interface) with pixel art.

BenQ ScreenBar Plus E-Reading Lamp Product Review

Disclaimer: I received this product for free, but the opinions expressed in this review are genuine and my experience after using it. Product Links BenQ Website | AmazonUS Link After my experience using cheap desklamps, switching to the BenQ Screenbar Plus felt like it made a staggering change in how I work and in my overall desk setup. I’m absolutely a fan of a minimalist workspace, just a computer, keyboard, mouse, pens, a nice notebook, and a light to illuminate it all.

Elements of Motion Graphics | Part 2: Design and Composition

Composition and design are very complex topics that can have an immense impact on your art. They can change a boring looking render into a highly dynamic and interesting one. However, it’s not exactly a science, and rather difficult to quantitatively analyze, but I’ll try my best during this tutorial. I’ll assume you completed part 1, where we develop a toolbox of atoms, isotopes, and molecules - simple geometric components to generate interesting scenes.

Starting Game Dev Resources and Making a Card System - D36 Devlog Zero

Welcome to this development log where I discuss the game I’m working on and take a behind the scenes look at planning and design. Here are the resources I referenced in the video: 1. Writing a GDD 2. Previous blog post about GDD’s 3. Airtable for Advanced Spreadsheets 4. LucidChart for Mind Mapping 5. Brackeys Scriptable Object Unity Tutorial 6. Board Generation for a Grid Based Roguelite Please comment below if you have any ideas about what you want me to make next/want to see more about a specific gameplay system.

D36 Live Changelog

This is a changelog, as well as a future goal list. Started June 05 (2020). This is a roguelite deckbuilder with a twist! It’s played on a gameboard with the extra dimension of movement. Progress to Date World Generation System Implemented based on Unity Roguelike Tutorial, flexible grid system with placement of obstacles, custom objects (enemies) Card System Functions for adding, destroying, shuffling, managing cards Card functions fully integrated in several classes Database of cards and future ideas in the Airtable deck Card template placeholders sprited Card Scriptable object setup Dynamic layout (orientation and transform) algorithm implemented Deck -> Hand -> Discard loop fully implemented Combat System

Elements of Motion Graphics | Part 1: Atomic Toolbox

Despite the apparent simplicity of minimalist motion graphics, there’s an immense amount of complexity in creating their composition and animation. This is my motivation for creating a small series about the Elements of Motion Graphics, a tutorial series dedicated to Blender Motion Graphics. In this series, we’ll be narrowing our focus to the essentials of artistic composition and the rules of animation. Starting from the simplest geometric shapes, or atoms, we’ll be generating up a few isotopes - small variations on elemental atoms - and many molecules, composed of clever compositions of atoms and their isotopes.

22 Byte-Sized Pixel Art Tips

So I’ve been trying to improve my pixel art skills recently, and I took up a challenge to do a pixel art every day. I’ve compiled 22 tips, some obvious, and some not, about how to make better pixel art. Video The Work Here are the best results from what I’ve worked on this past month: You can find all these on twitter, along with some other stuff: @digimut3

Using Blender Physics to Build a Trebuchet

I’ve always found Blender’s physics to be a bit unreliable, but it certainly has enormous potential, as it has a ridiculous amount of features made to simulate pretty much any mechanical device you can imagine. I’ve never really made a tutorial on Blender’s physics (except one about animated cyberpunk-esque waves), so let’s build a trebuchet today. Why a trebuchet? Because it’s clearly the superior siege engine. What else can toss a 90 kilogram projectile 300 metres?

Texturing Low Poly Art with Colour Palettes in Blender

One of my favourite techniques in making low poly art is using colour palettes to texture models. In this Blender low poly tutorial, we’ll learn to model a low poly lollipop with the decimate modifier, UV unwrap it with Blender’s automatic UV tools, and apply a colour palette to texture it. Then, we’ll set up a background and some basic compositing effects to create this background. Finally, I’ll show you a quick and easy trick to animate this texture to make it appear to wrap around the model.

Animated Text Effects (Typography Motion Graphics)

Making motion graphics effects in Blender is a lot of fun, and can lead you to create some pretty cool effects. Since motion graphics are typically done in 2D, having Blender’s 3D tools provides an extra layer of functionality to many effects you might want to make, and allows us to construct some effects fairly quickly and easily. I’ve already made one tutorial on animated motion graphics in Blender, which goes over non-text effects like spirals, starbursts and pops.

Five Easy Motion Graphics Effects in Blender (in 15 Minutes!)

Motion graphics effects are ubiquitous in modern video editing, and can often make the difference between a mediocre video and a polished, professional result. Typically, motion graphics software like Adobe After Effects can be expensive (thousands of dollars, subscription based models), and difficult to learn. These 2D effects come in a variety of styles, and all be replicated using the free Blender software, which also provides incredible flexibility and an extremely powerful modelling/animation suite to generate effects.

Animated Star Spirals - Long Exposure Curvilinear Motion Blur In EEVEE

EEVEE is a crazy powerful rendering engine, but it does have its limitations. Transparency, lack of node support (looking at you, particle info), and especially Object Motion Blur. EEVEE can blur the scene if the camera is moving, using camera motion blur, where objects are uniformly blurred based on the camera’s velocity, but if the camera is stationary, moving objects won’t be blurred. Also, even the Cycles rendering engine can only handle linear motion blur, not the circular arcs that we’re making (at least, not easily).

Making a Weapon Scope in Blender (Hardsurface Modelling Workflow)

I’ll be going over some important hardsurface modelling techniques to create a sci-fi weapon scope (and laser!) in Blender. These don’t require you to have HardOps or any other paid addons, so this tutorial should be accessible to everyone. I will go over the whole workflow, from the shape blockout, hardsurface modelling, detail modelling, shading, texturing, lighting and rendering, so get comfortable. Design As a first step, I drew a small sketch of a potential model, after being inspired by this railgun by Nicholas Cort.

Making de_dust2 in Blender – Part 2: Low Poly Materials & Lighting

Introduction We’re making de_dust2 in Blender in the low poly style, and this tutorial goes over tips for adding colour, higher resolution details and setting up a low poly scene. If you just got here, you can find the first part (Basemesh modelling) here. Video Tutorial Text Summary Here’s a few tips that you might find useful, that I’ve learned over the course of making this. 1. You can use a basemesh to great effect, by setting its viewport-display property to wire or bounds (Object settings), and then replace it with a higher resolution model.

Writing a Game Design Document [Trac3 Devlog #1]

I’ve been working on a game about electronics and information security for about two months now, and I’ve finally completed a game design document for it. Here’s a quick video preview of what the game looks like. It’s got two enemies (one isn’t shown here), a very programatically convoluted spawning system, two logic gate towers, and a rather limited sense of progression. Trac3 was going to be designed with rather unconventional genre in mind - a roguelite tower-defense-arena-shooter with elements of strategy and RPG-style character progression, played on progressively more complex PCBs and circuits.

Making de_dust2 in Blender - Part 1: Super Low Poly

This week, we’re taking a look at one of the greatest FPS maps of all time: the Counter Strike franchise’s Dust II. It’s been around for a really long time (think March 2001), and is set in sunny Morocco. I’m going to be laying out a low poly version of bombsite B, and this first video will go over the broad strokes of the map, defining the overall sense of scale and orientation of the scene.