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Alex the Super-Genius Dude
Super-Genius Dude
Posts: 4
I want to create game assets for children games. How do I go about creating custom game assets? Also, are there existing game assets on FF? We are creating platform and top-down games in many environments, such as: desert, jungle, underwater, moon, forest, medieval times, prehistoric, etc. Artwork would be in 2D and for computer, iPhone/iPad/iTouch, Android and console games. Where to begin?

Thanks
Alex
Alex Dove
Big Imaginations, Inc.
www.bigimaginations.com
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Totte
Übernerd

Posts: 1460
Filters: 107
There are several textures if that is what you are looking for (I'm a topdown person myself, but for another reason). I've done a few topdown filters (check out my filters on my filters page).

There are also a lot of filters making different objects, eggs, stars, eyeball, marbles you name it smile;-)
- I never expected the Spanish inquisition
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Alex the Super-Genius Dude
Super-Genius Dude
Posts: 4
Yes, I recognize your work. I've downloaded some of your work previously. Very good. Thanks. Would I be able to use your work in commercial games? Do we need a release form signed?

Alex
Alex Dove
Big Imaginations, Inc.
www.bigimaginations.com
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Totte
Übernerd

Posts: 1460
Filters: 107
Everything done with FilterForge Filters that you download from here is free to use as that is what you say yes to when upload it to the FF repository.
- I never expected the Spanish inquisition
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Kraellin
Kraellin

Posts: 12749
Filters: 99
actually, i'll amend totte's last statement just a bit: Everything done with FilterForge Filters that you download from the filter library is free to use.... the filters posted on the forums are NOT covered by the upload agreement and thus remain under the control of the respective author.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hi Alex,

Welcome to FF! There are a number of us on the FF Forums that use FF to make game stuff, actually. FF is great for that purpose.
A couple clarifications building on what Totte and Kraelin said:

1) As long as you buy Filter Forge, the EULA says that you can pretty much render out whatever and use it for whatever purposes, including resale.

2) It annoys the community if you just render out a bunch of presets and use them without even bothering to change the settings or variation of a filter. This is, of course, acceptable within terms of the EULA, but be prepared to get static from the community if you do this. Also, it's lame.

3) Stuff on the forums are not subject to the EULA, but by the Terms of Use. You should probably read the Terms of Use before you go downloading stuff off the forums and using it. (link at lower right hand corner of this page).
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Alex the Super-Genius Dude
Super-Genius Dude
Posts: 4
Thanks everyone for the great feedback. If I were to start creating some game assets, how would I start? Would I create a graphic in illustrator or photoshop and then apply some filters to them?

Alex
Alex Dove
Big Imaginations, Inc.
www.bigimaginations.com
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Totte
Übernerd

Posts: 1460
Filters: 107
That depends I guess, on what your final goal is.
Is it sprite graphics, I would use a 3D modeler to build some models that I texture with textures from FilterForge, then render out and post process with more filters, but that is my personal opinion and way of working. But if you can draw (I can't) applying filters directly in PS on stuff you draw there would probably work very well.
- I never expected the Spanish inquisition
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Alex the Super-Genius Dude wrote:
Thanks everyone for the great feedback. If I were to start creating some game assets, how would I start? Would I create a graphic in illustrator or photoshop and then apply some filters to them?


It really depends on what you're trying to make; the game engine you're using, the style you're going for and the tools you have available.

I'd encourage you to figure out the style before start making the assets. Put together imagery which you think is right for the project and then add or remove stuff until you get a coherent look. Then document it: how things should look, color pallete, etc. That keeps everyone on the same page, and avoids things looking like they've been arbitrarily slapped together.

Almost everyone uses Pshop to some degree. Illustrator is great for a slick cartoony look. (I use Illustrator for maps alot.) People also use Inkscape, I hear.

If you're doing flash games but want a 3d animated look, there are tools out there like Swift3d which allow you to directly convert your animated 3d thing into animated flash vectors. http://www.erain.com/

(Personally, I like using zbrush in illustration mode, and then taking the output into pshop and tweaking it.)
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
What does that mean, “top down”?
@ronviers
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Totte
Übernerd

Posts: 1460
Filters: 107
Quote
rovviers wrote:
What does that mean, “top down”?


That everything is viewed from above (much like my stairways to heaven filter, or about everything I do on my site), like this:

- I never expected the Spanish inquisition
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Thanks smile:)
@ronviers
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