Saturday, August 16, 2008

The Programmer and the Artist

I was just looking at my personal game design history and I noticed some interesting things. When I started programming last year I was a horrible graphic artist. I wanted to do what I've seen many of you guys doing, outsourcing work to an artist, but I didn't really know anyone that could do the job. As I look back I'm glad I never found an artist. Now, this post isn't putting down that process in any way (I think it's great to cooperate on a project) but is more aimed at encouraging programmers to develop their artistic side. I'ld like to see things shift from being the "Programmer and the Artist" to the "Programmer-Artist".

I think every programmer should dedicate a few hours a week (even a month if that's all you can do) to experiment with graphic design. Play around with photoshop, illustrator, motion, or whatever you have at your disposal. Create vector art, bitmap art, and look for interesting tutorials.

For me the rewarding aspect of designing a game is the presentation, not the concept. It's exciting when I come up with a new concept, but I'm not happy with a game until it looks right.

It's comfortable to be just a programmer (as it is to be just an artist) but some of your best stuff is made when you're pushing yourself. Not that I can claim to be a professional artist, but check out my progress on the logos for my last 3 games (about 6 months)...

Alpha Corp:


Galactic Dodgeball:


To be released over the next few weeks:


Again, it's nice to have someone to outsource work to, but sometimes a game doesn't need many graphics and paying someone to do it for you is just a waste of money. Even if you still work with an artist, knowing a little of both worlds makes communication more clear. It's amazing how fast you can improve. Just focus on color scheme, constantly ask yourself what doesn't look right, and fix it.

So, that's my little encouragement to programmers who think graphic design is a skill left to others.

Thursday, July 31, 2008

RTS open for Beta Testing!

I know finally, right? The game is available to anyone with a FlashGameLicense.com account. It's still in a pretty incomplete form but the game is playable and I'ld like some feedback. Note that I'm mostly interested in bugs (not formatting, sounds, graphics) since there are so many unfinished things and stand in graphics. Also, I'ld like to know how intuitively you pick up on the game controls. That being said, if something hits you especially hard, make sure to mention it.

Thanks in advance!

Play the RTS


Don't have an FGL account?

If this is the case I'm sorry to inform you that you'll have to wait a little longer to try the game out. In order to keep the game out of the public I can't release an open version. If you are a developer and/or sponsor you can apply for an account on the FGL website. It's a great place, connecting sponsors with developers and giving you a first look at new projects. It's almost like Regal Cinemas!

...okay, ignore that last comment :)

Sunday, June 29, 2008

6.6 Mb and 12,000 lines of code later...

If you thought this meant I was releasing my C&C like RTS, I'm sorry to announce it is still not available for beta testing. However, I'm proud to announce that the game core has finally been completed. I have designed the first mission (with a built in tutorial) and I'm currently working on the rest of the missions. Expect the beta to be released within the next two or three weeks. I would apologize for how long this game has taken me but the time spent has made the game way too awesome.

As a little teaser I thought I would release some artwork from the game. Below is the loading screen containing the symbols for the good and bad team (Sorry, all names related to the game are still top secret to the public).