
Welcome to the course! Feel free to go at your own pace, watch the videos you are interested in, skip the ones you don't need! This course is for you! Happy Adventuring!
Master the Photoshop intro for character design by setting up a canvas, using a hard round brush with pressure, and managing layers, opacity, and tools like move, eraser, and history.
Outline the story and character purpose before design. Create a character for the kingdom of Tarnow in ruins, considering attributes and motivations, then prepare in Photoshop with a ready palette.
I am adding the 5-pose character sketch file to this lecture. I work on it for the next 6 videos... Feel free to skim through these character sketch videos if you are an advanced user, they show the whole creation process which can be tedious to watch if you are at an intermediate or advanced photoshop level, but skimming through them can still give you a general idea of the process. If you are struggling to draw your character at multiple angles, these videos could still be helpful for you.
Adjust the head to a three-quarter view by lowering it slightly, sketch the skull, brain, chin, and neck, and apply perspective as the farther shoulder rises with depth.
Develop character design across five main views by focusing on the three-quarter back view and full back view, using tracing on new layers and horizontal flips to position features.
I have attached the finished 5-pose colored character graphics to this lecture, if you'd like to examine them up close or experiment with them.
Separate a character's third quarter back view into pieces using manual selection, copy-paste in place, and edge cleanup with the eraser tool, preparing the back view for animation.
Convert the grouped letters to bones, align the pelvis and tailbone, switch to offset, and save the back view pose for later mirroring into multiple poses.
Apply a 2D walk cycle by crafting contact and passing poses, mirroring arms, adjusting bone transforms, copying frames, and refining timing for a looped animation with subtle tweaks.
Adjusts a 3/4 back walk cycle by selecting and copying bone frames, aligning poses across frames, refining spine, head, and feet for fluid animation.
Turn your game ideas into thumbnail backgrounds, planning exteriors, barriers, and parallax layers to guide exploration. Learn to map routes, use horizon lines, atmospheric perspective, and depth with multi-layer backgrounds.
Compare graphics tablets and pen monitors, learn how pressure sensitivity and brush dynamics shape lines, and assess cost and brands to choose budget-friendly options for beginners.
In this course we will go through the process of creating your own 2-D storybook-style "Point and Click" Adventure Game, including story, game world and character design, creating your own art assets in manipulable layers, animating your character, bone-rigging your 2D character in multiple angles for quick animating of an 8-pose walk-cycle. We will also cover practices for creating original music for your game, voice acting and recording dialogue for your characters, and finally bringing all of your original assets together and programming them into a functional scene for an adventure game (in an artist-friendly programming environment).
You can follow along using the same software titles in the course, or apply the concepts learned to your own music and art creation software choices.
The software used in the course will be...
Adobe Photoshop: for background art and character creation.
Moho Studio Pro: for character animation.
Logic Pro X: for music and voice recording/ editing.
Adventure Creator Game Toolkit for the Unity Game Engine for bringing all of the game assets together and programming your game! (Don't worry, you can program your entire game without needed to type out a single line of code, it is very artist friendly).
Additional Topics Covered:
Light music and art theory
Brief history of instrument sampling
Discussing effective hardware and software tools