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Messages - facecrime
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2D & 3D / Re: Art Direction - Top Down Shooter
« on: September 28, 2019, 06:54:21 pm »
Hey, thanks for taking the time!
Yeah, some points aren't entirely unforeseen, I was probably looking the other way really hard ...
The value control I'm really struggling with, not the least cos it's so many pieces in this puzzle.

I like your points on the Mech landing, hadn't looked at that much. Believe the gif is messing with timing a little but I think there's some effect to be gotten out of some simple turret position animation.

2D & 3D / Art Direction - Top Down Shooter
« on: September 28, 2019, 12:18:06 pm »
I'm developing this game and must admit that art doesn't receive the care I would like it to get. Things are usually done quite ad hoc, iteration is rare.

In that regard I'd appreciate some pointers to what could use revisiting, cos I do feel the result is far from flawless.

Here are a few impressions, obviously there's way more:

2D & 3D / Re: More Sci-Fi Tiles
« on: October 06, 2017, 09:44:55 pm »
@questseeker: some good input, thanks! Fair point about the holes and I think the spotty lighting makes it even worse on the light walls

I should probably contextualize my stuff a little: these are supposed to be military base interiors and underground bunker structures respectively.
I'm still missing lots of tiles, the more unique key visual stuff; but for now i want to focus on more reusable tile sets to cover some ground

Not sure if I share your strictness on the hex ones, I thought it nicely breaks the rigidity of the square grid. They're of course nothing exciting or particularly well done, thats for sure

And yeah, havent yet taken care of the brightness issue, shame on my lazy ass. Will get to it, cheers!

Either way, thanks for your time and great suggestions!

2D & 3D / More Sci-Fi Tiles
« on: October 05, 2017, 09:16:23 pm »

I posted some tile test boards on here earlier.
Here's another patch, would be happy to get some constructive criticism.

My concerns are over general readability of objects in this very constrained perspective, and general value/contrast to seperate traversable, blocked and bullet-permissive areas.
I guess I'll only really know once i get around to creating characters and fx.

I'll update this thread with more stuff as it becomes available.

Pixel Art / Re: Knight stomping head. (new to forum)
« on: September 28, 2017, 07:32:00 am »
Check you anatomy - generic advice i know - but your proportions are off, hands too small, knees too low, legs too big overall.

Also agree eishiya's suggestion that the pose looks quite static with him fully resting on both legs and arm mostly in balance
 - may well be what you are after, but having some motion in there could also be nice.

Not quite clear if he has very long hair or an excessively long tassel

Pixel Art / Re: SciFi Environment Tiles
« on: September 27, 2017, 12:13:13 pm »
good point, I was never really satisfied with simply drenching my tiles in color, perhaps its best to think about some inherently more colorful props.

that would be a shame, thinking of the possibilities of future roomba technology :P

Oh, I could easily do more pipes, feels like most of my tilesets atm are made up of pipes ;) (not even using the full set on the above image actually)
I'll focus on getting a basic collection of tilesets together for now, next was actually going to be an outdoor set.

Pixel Art / Re: SciFi Environment Tiles
« on: September 27, 2017, 07:23:57 am »
Thanks for pointing that out, I wasn't aware of that distinction.

Agree on the colours,  will be looking into that, thanks.

Pixel Art / Re: SciFi Environment Tiles
« on: September 25, 2017, 11:00:32 am »

Tried to selectively ramp up the values oder the second Layout. Need to rethink my approach, i guess

Pixel Art / SciFi Environment Tiles
« on: September 24, 2017, 01:40:22 pm »

Sound appreciate some input on these mockups.

Having trouble to find the right brightness, these look just right on my laptop Bug real dark on other devices.

Unpaid Work / Collaboration for Shooter Project
« on: July 19, 2017, 11:32:12 am »
Twin-stick sci-fi shooter looking for art support!

The Project:
I have been extensively prototyping a game that I'm hoping to take to steam with the support of talented and dedicated artists.

Here's an early build to give you an idea:
Crater Hounds v0.2 Protoype on

The Team:
I'm a games professional with a track record of over a decade, albeit this being my first attempt at releasing a game on my own.
I'd love to find some talented individuals to team up with me and create something to be proud of.

I'm willing to discuss a revenue share based on the contribution of each team member.

Time frame:
We should figure out the quickest route to release. The exact scope of this project is not set in stone yet, we will break down the plans against the available resources and everyone's estimates. Idea is to create (short) single player campaign with a tight set of maps and characters. The top priority should be to get it done while everybody is still excited about it.

I'm inspired by titles like Chaos Engine, Raptor: Call of Shadows or Alien Breed. Some experiments and concepts in cooperation with other artists are available, but there's lots of room for contributions and visual style decisions . As mentioned, a priority is that we set productive and achievable goals.

To Apply
Send a portfolio, a quick resume and your conditions to

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