PANE

Game artists spend time ensuring assets feel cohesive

11 posts across 4 communities in the last 30 days; 36% from r/IndieDev.

“Aside from the rock assets, every 3D asset in this scene was made from scratch by me and a friend :^) I’m responsible for all the architecture, while he handles the vegetation. I worked in architecture for seven years and became a licensed architect, but eventually I grew pretty…”
r/IndieGaming
“I've been cleaning up a bunch of old 2D assets lately and one thing surprised me: dumping 200 PNGs into a zip is easy. Making the pack not annoying to use is the part that takes time. For our last flora pack I ended up generating both the individual PNGs and POT atlases, with a…”
r/gamedev
“Last pic is what we were originally working with, vs now which is more in the style of the rest of the game. Our game is a sci-fi city builder inspired by 1960s Star Trek. We're lucky to have some very talented artists on our very small team (one of whom made this piece) and…”
r/gamemarketing

Multiple developers are detailing the process of creating game environments, emphasizing the effort required to ensure individual assets like textures and background elements combine seamlessly. This involves careful arrangement and attention to detail to maintain a unified artistic style.

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SOURCES (34)

“Last pic is what we were originally working with, vs now which is more in the style of the rest of the game. Our game is a sci-fi city builder inspired by 1960s Star Trek. We're lucky to have some very talented artists on our…”

r/gamemarketing3d ago

“Hey yall! Recently i started tackling whole enviroment of my game, just to feel how things are going, first level is set on Mercury (there are some ruins of destroyed civilization) so pillars, i plan to add giant obelisk in the background which will use as teleportation device across planets purple crystal you see in the back is contamination player is trying to get rid off (that's what destroyed everything around solar system) i'd be so happy if you could provide me some feedback with a”

r/IndieDev7d ago

“Over the past year, we’ve reworked our assets multiple times and spent a lot of time figuring out how to make everything look good. As always, the right call was to consult a professional. After getting feedback from a professional game artist, we’re finally happy with the results. I also have to say that visual improvements like these are a huge motivation boost. Due to various life circumstances, development hasn’t been moving as fast as we’d have liked, so we’re all really happy to finally se”

r/IndieDev11d ago

“Hey everyone! I’m currently developing a 2D top-down survival game called Nexus: Reach . I recently overhauled the game's visuals using Unity's URP Post-Processing (specifically ACES tonemapping, Bloom, and some heavy Contrast adjustments). The difference it made to the lighting and the fire magic effects is huge—it completely shifted the atmosphere to a much more cinematic and immersive tone. I’d love to get your feedback on this! Does the lighting feel right for a pixel art style? Any”

r/IndieGaming11d ago

“Aside from the rock assets, every 3D asset in this scene was made from scratch by me and a friend :^) I’m responsible for all the architecture, while he handles the vegetation. I worked in architecture for seven years and became a licensed architect, but eventually I grew pretty tired of the profession. So I decided to take a leap and team up with three younger friends to make our very first indie game, ALIONA: MOONSTRUCK . We’re still working on the game’s core framework and gameplay loop, so t”

r/IndieGaming13d ago

“I'm making a 2D game, and one of the things that has given me the most trouble so far has been figuring out what the hell the game should actually look like. Since it's going to be a semi-cozy top-down management game, I wanted it to have that classic RPG overworld feeling from the beginning, something like Final Fantasy or Dragon Quest, with mountains, forests, rivers, cities, all seen from above. So naturally, the first thing that came to mind was pixel art. I even started with an 8-bi”

r/gamedev16d ago

“The level started out pretty rough, and most of the work recently has just been about making the office feel like an actual place rather than a collection of assets. I have been playing around with the lighting, desk setup and all the small props to give the room a bit more character. This is roughly where it is at right now. Still, plenty to polish, but I am finally starting to get the atmosphere I wanted. YouTube - https://youtu.be/6y85TeMmVUs #unrealengine #gamedevelopment #indiegame #indiede”

r/IndieGaming19d ago

“I am not talking about modeling, making assets., or the HUD. I am talking about choosing the art direction for your game and sticking with it throughout the full game. It's really hard, especially if you are not an artist. I don't know how some Indie solo developers do it! submitted by /u/Intrepid-Specific-78 [link] [comments]”

r/IndieDev21d ago

“Not sure if this is the best place to ask - I need some ideas to improve environment feel in my game I'm creating a series of procedurally generated rooms and intersecting them with each other. The algorithm chooses from a list of random textures so the environment is more varied: while in the grand scheme of things it works ok, in the intersections between textures the contrast is pretty jarring. Any ideas as to how to make these transitions feel more natural & glue the textures togethe”

r/gamedev25d ago

“I'm trying to create a fitting environment for my pixel art map/level, but I always feel like my placement of elements (like water, grass, and trees) is unbalanced and doesn't look right. Are there any tips, rules, or specific methods I can learn to make my environment placement look more natural, cohesive, and visually appealing? submitted by /u/pixelio9976 [link] [comments]”

r/gamedev28d ago

“I’m learning digital painting specifically to create the assets for my first game, and these are some of my recent tree studies. I’ve been experimenting with different ways of painting the foliage, simplifying the shapes and making the trees readable even when they’re relatively small on screen. I’m aiming for a stylized hand-painted look rather than something realistic. Which direction do you think works best for a game asset? I’d especially appreciate feedback on: readability at a small size f”

r/IndieDev28d ago

“I’m making a 3D platformer and my levels look terrible. I’ve made some assets like trees that I populate on the terrain but it still looks terrible. Should I create concept art before modeling anything? submitted by /u/Solid-Mood9571 [link] [comments]”

r/gamedevSep 16

“Hello! Just dropping by to show off how my game A King's Genocide currently looks now that I've started working on backgrounds and added post-processing effects. If you find what I'm working on particularly interesting, you can play the latest build on Itch: https://reminiscent-64.itch.io/a-kings-genocide Have an awesome day! submitted by /u/Reminiscent64 [link] [comments]”

r/IndieGamingSep 16

“Hi, Guys! I'd like to share the actual gameplay reel of my game. (Still WIP tho) My wife and I hand-drew every single piece of art and animation ourselves. Am I a bad husband? lol I'm a former concept artist and the director of this game. And my wife is a super cool animator. Also, a software engineer is helping me a lot! You can check more details of this game if you are interested :) https://store.steampowered.com/app/5031560/Junk_Ark/ submitted by /u/FleshEater999 [link] &”

r/IndieGamingSep 10

“I’m about six months into developing my game, and I’ve started wondering whether I’ve spent too much time polishing environments and backgrounds while the character, controls, progression, and other core systems still need work. How do you decide when an environment is “good enough” to move on? Do you follow a rough time split, work milestone by milestone, or wait until the core loop is stable before returning to visual polish? I know it is different for every genre, but I’d love to hear what ha”

r/IndieDevSep 8

“My previous games have all been pixel art, which made creating dynamically resizable UI elements pretty simple. But in my latest game I'm hand drawing everything, and I want things to have a sketchy, irregular, hand drawn appearance. I understand that when drawing an asset for a panel/box, I could make the center sections continuous/repeatable, but I want to preserve the irregularity across the whole shape. I feel like I need more than nine slices, like the ability to define six or eight seg”

r/gamedevSep 7

“Added rain puddles, flocks of crows, and also reworked UI(still not final), and background music. Small details, but they really help make the world feel more alive and atmospheric. submitted by /u/Pr0ger1 [link] [comments]”

r/IndieDevSep 5

“As my friend and I near completion on our fantasy setting mystery game , we needed a piece of artwork for the end of the game that would show the main character walking away, looking back at the place you'd spent the whole game in while interrogating suspects and chasing down leads, either looking victorious if you solved the mystery or dejected if you'd gotten it wrong. Here's a collection of progress screenshots from the making of the background for that piece assembled into a roug”

r/IndieDevSep 1

“Since there is a lot of solo dev here which do their own assets. How do you determine the look and feel of your game? How can to make it cohesive where in when people saw it they will know that it is from the same game? submitted by /u/Juntann8 [link] [comments]”

r/gamedevAug 31

“Right now, I’m trying to make my game feel more alive by focusing on the little details : camera movement, ambient creatures, subtle animations, and all those small things that make a world feel lived in! I’d love to hear your thoughts! Does the second version feel more immersive? submitted by /u/Cibos_game [link] [comments]”

r/IndieGamingAug 31

“Hi everyone, My friend and I are both backend developers, and we’re currently working on a mobile game heavily inspired by the Archero / Archero 2 style. I’m trying to understand how Archero 2 achieves its particular visual style. One thing I’m especially curious about is the environment art and assets . At first glance, the game looks somewhat like a 2D game because of the simplified shapes, textures, shadows, and overall stylized appearance. However, some of the environments seem to have enoug”

r/gamedevAug 31

“I've been cleaning up a bunch of old 2D assets lately and one thing surprised me: dumping 200 PNGs into a zip is easy. Making the pack not annoying to use is the part that takes time. For our last flora pack I ended up generating both the individual PNGs and POT atlases, with a small gap and extrusion around sprites to avoid sampling garbage at the edges. Then I added JSON mappings for frame rectangles and CSV with UV coordinates because I didn't want the pack tied to one engine. It'”

r/gamedevAug 30

“I'm building a turn-based tactical beat-em-up in Godot. I do the code, design and music myself, and the art is the part where I'm clearly out of my depth. A friend who works in the industry watched the trailer and gave me two specific criticisms: the colour palette is boring and chaotic, and the level of detail is inconsistent across assets. Both feel correct to me but I don't know what to actually do about them. Screenshots: https://ibb.co/album/zW3tqJ Trailer: https://youtu.be/Hunq”

r/gamedevAug 29

“The game takes place in a fabric / stitched style dream world. I have been going for a original xbox or PS2 style look, as this game is heavily inspired by Voodoo Vince and Morrowind. However, I dont want the world to feel so empty. What can I do to make it feel more "alive" I guess? submitted by /u/radiumhaus [link] [comments]”

r/IndieDevAug 27

“Working on the floor texturing for future possible update. Plan to add robots and texture more later on in the journey. Older build game can be played on my official website: alienantworld.net submitted by /u/alienantworld1hype [link] [comments]”

r/IndieDevAug 27

“Artist working on floor texturing and doing more detail for possible future plans game is finished at alienantworld.net Building for future possible update or expansion submitted by /u/alienantworld1hype [link] [comments]”

r/IndieGamingAug 27

“How do I make a meaningful environment for my game? I see this awesome games like rain world, silksong, hollow knight, celeste, etc... and they all have this sense of cohesion and meaning in their worlds and scenery. However, I have tried this and it always looks off and I always think there's no story/ meaning behind it. Due to this, I always end up dropping the art I made and I go back to the prototype phase of my game. How do I fix this? submitted by /u/AMEB_dev [link] [”

r/IndieDevAug 26

“Our artist tested how a greenhouse and shack could look and integrate in our game. I love the result submitted by /u/rasjar [link] [comments]”

r/IndieDevAug 26
Source preview · reddit.com

Hey, Prepared a video to reveal first boss and the dungeon environment. Dungeon assets are modular to create different environments and decorate them better for our co-op roguelite project. Modelling and texturing…

reddit.comAug 25

“It's still a work in progress for my game Legacy of the Crown. Decided to replace pixel tiles with actual mesh terrain generation and used a handpainted texture pack from the asset store, I think it has turned out much better! Each world is procedurally infinite essentially, but the goal is to "hopefully" send run ending abyss raids so that their kingdom will fall and earn them legacy points to unlock new upgrades and troops for their next runs. Still testing the balance on those b”

r/IndieDevAug 20

“I've been working on the seasonal environments for my solo incremental project (an incremental bee swarm game, if that helps), and I've been thinking a lot about what actually makes a game world feel cozy, rather than just colorful. For me, it's mostly the little things. Small looping animations, weather, ambient sounds, tiny creatures doing their thing... stuff like that. Way more than big set pieces or flashy environments. I'm curious what games, in this genre or outside of it,”

r/gamedevAug 19

“Ive been doing a lot of polish to the soundtrack and sound effects, animations, making combat feel impactfull and give the player telegraphs and just overlall did a polish on all the assets ive made to nail down the aesthetic better. After a bit more than a year i feel like im finally close to having a demo/Verical Slice of my game ready by end of year. Thinking about 45min of content. Would love some feedback on the overall look/feel of the game and what are some common mistakes one would run i”

r/IndieDevAug 18

“What if your environment is composed solely of pre-made assets, and you haven’t created concept art beforehand? submitted by /u/ImaginaryState8140 [link] [comments]”

r/gamedevAug 17

“Hi everyone! I'm currently working on a 2D game with a hand-drawn art style, and I'm trying to understand how games like Hollow Knight / Hollow Knight: Silksong handle their artwork technically. I'm especially interested in the workflow from the original drawing to the final asset in the game engine. For example: If an artist draws a character on paper or digitally, how is the artwork usually prepared and exported for the engine? Are animation frames exported individually or as sprit”

r/gamedevAug 17

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