Why you Draw Bad Assets || 2D Game Art

Nonsensical 2D
1 Sept 202412:59

Summary

TLDRThe video script discusses common pitfalls in game art, emphasizing the importance of strategic asset creation. It highlights that overly detailed assets can distract from the overall scene, especially when repeated. The speaker advises artists to consider the use and frequency of assets in the game environment before creating them. They also stress the need for a basic plan to maintain coherent silhouettes and to avoid overworking details that won't be noticeable in-game. The script advocates for a balance between simplicity and detail, directing player attention effectively, and using contrast to highlight key elements without overwhelming the scene.

Takeaways

  • 🎹 When creating game art, it's crucial to consider the overall composition and how individual assets will be used in the scene, rather than focusing solely on the complexity or detail of each asset.
  • 🌿 In game scenes, assets that are repeated should have simple silhouettes to avoid creating distracting patterns when viewed collectively.
  • 🔍 Players' attention should be directed strategically in a game scene, with some assets demanding more attention than others to guide the player's focus.
  • đŸ–Œïž Adding too much detail to every asset can lead to a scene that is overwhelming and lacks a clear focal point.
  • đŸ› ïž Before beginning to draw an asset, it's important to plan how it will be used in the game and how often it will appear to ensure it fits within the overall design.
  • 🌈 Hue and value contrasts can significantly affect how much attention an asset demands within a scene; strategic use of these can help direct the player's gaze.
  • 📏 Simpler assets are often more effective when they are meant to be repeated in a scene, as complex silhouettes can become annoying and detract from the overall aesthetic.
  • đŸš« Overworking details on assets that will be used extensively can be a waste of time, as the details may not be noticeable in the final game environment.
  • 🔑 It's more effective to add details as separate assets rather than making a single asset overly detailed, allowing for easier recognition and appreciation of those details.
  • ✂ Reducing contrast and saturation on non-essential assets can help to create a more harmonious scene, allowing key elements to stand out more effectively.

Q & A

  • Why might detailed assets not always be the best choice for game art?

    -Detailed assets can demand too much attention and make a scene look cluttered, especially when repeated throughout a scene. They can also lead to inadvertent patterns that are distracting to the viewer.

  • What is the importance of considering how often an asset will be used in a scene before creating it?

    -Knowing how often an asset will be used helps in determining its level of detail. Assets that are repeated should have simpler silhouettes and less detail to avoid creating a distracting pattern.

  • How can directing the player's attention through art assets enhance a game scene?

    -By reducing the detail and contrast of most assets and focusing attention on key elements, the scene becomes more coherent and allows the player to focus on important aspects of the game.

  • What role does the silhouette of an asset play in the overall composition of a game scene?

    -The silhouette is crucial as it determines how the asset is perceived when repeated or viewed from a distance. A complex silhouette can become annoying and distracting when used frequently.

  • Why is it recommended to create a basic plan before starting to draw assets for a game scene?

    -A basic plan helps in visualizing how the assets will be used and how they will interact with each other in the scene, preventing the creation of assets that might not work well when placed together.

  • How can simplifying an asset's details and colors improve its effectiveness in a game scene?

    -Simplifying details and colors can make the asset less demanding of attention, allowing it to blend better with the scene and not distract from the main focus.

  • What is the significance of contrast in directing attention to specific assets in a game scene?

    -Contrast, including hue and value, can be used to draw the player's eye to important elements. Strategic use of contrast can highlight key assets and guide the player's focus.

  • Why might adding more details and highlights to an asset make a scene look worse?

    -Adding more details and highlights to an asset can make it demand more attention, which, if done to all assets, can lead to a scene where nothing stands out and the player's attention is not effectively directed.

  • How can understanding the principles of game art composition save time when creating assets?

    -By understanding how assets will be used and their impact on the overall scene, artists can avoid overworking details that won't be noticed in the game, saving time and resources.

  • What is the advice for artists who are not confident in their drawing skills when it comes to creating game assets?

    -Focus on the strategic placement of assets and the principles of composition rather than striving for highly detailed art. The effectiveness of an asset is more about its role in the scene than its individual detail.

Outlines

00:00

🎹 Balancing Asset Detail in Game Art

The paragraph discusses the common mistake of artists creating overly detailed game assets that may not necessarily enhance the overall scene. It emphasizes that not all assets need to be highly detailed, especially if they are used frequently. The speaker illustrates this by comparing two assets, one detailed and one simple, and shows how replacing all assets in a scene with the detailed one can lead to a cluttered and less appealing look. The key takeaway is that asset detail should be balanced with the frequency of use and the overall composition of the scene to avoid overwhelming the viewer.

05:01

🌿 Understanding Silhouette and Asset Repetition

This section delves into the importance of silhouette simplicity when assets are repeated in a scene. It explains that complex silhouettes can become distracting when used multiple times, suggesting that simple shapes work better for repeated assets. The speaker uses an example of grass to show how a detailed asset can create an unintentional, distracting pattern when repeated. The advice is to consider the use and repetition of an asset before adding details, and to maintain clear silhouettes in the final composition for a coherent look.

10:03

đŸ–Œïž Strategic Detailing and Contrast in Game Art

The final paragraph focuses on the strategic use of details and contrast in game art. It argues against overworking unimportant assets and suggests simplifying details and colors to maintain a clear silhouette. The speaker explains that contrast can direct the viewer's attention, and it's crucial to add contrast to areas that highlight the intended focus of the scene. The advice is to evaluate assets in the context of the game scene rather than in isolation, and to consider whether an asset is central to the game or just filling space. The speaker also touches on the idea of adding small details to a clean and simple scene to create interest without overwhelming the viewer.

Mindmap

Keywords

💡Asset

In the context of the video, 'asset' refers to the individual elements or objects that are created for use in a game's environment, such as bushes, tiles, or flowers. The video discusses the importance of considering the complexity and detail of assets in relation to their frequency of use within a game scene. For instance, assets that are repeated often should have simpler silhouettes to avoid creating a visually distracting pattern.

💡Silhouette

The 'silhouette' in the video refers to the outline or shape of an asset when viewed from a distance or against a contrasting background. The video emphasizes that for assets that are repeated in a scene, their silhouettes should be simple to avoid creating a complex or distracting pattern. A simple silhouette allows the asset to blend well within the scene without drawing too much attention away from the main focus.

💡Contrast

Contrast in the video is used to describe the difference in color, lightness, or saturation between elements within a scene. High contrast can draw the viewer's attention, and the video suggests that contrast should be strategically used to highlight important elements of a game scene. For example, adding more contrast to a central character or an important object can make them stand out against the background.

💡Attention

The term 'attention' is used throughout the video to discuss how certain assets or details within a game scene can demand or capture the viewer's focus. The video argues that not all assets should demand attention, and that the artist should consider which elements are important for the player to focus on. This is tied to the concept of directing the player's attention through the strategic use of contrast and detail.

💡Detail

In the video, 'detail' refers to the intricacies and complexity of an asset's design. The speaker warns against overworking details in assets that will be repeated in a scene, as this can lead to a cluttered and visually overwhelming result. Instead, details should be added thoughtfully to maintain the overall coherence and aesthetic of the game scene.

💡Post-processing Effects

Post-processing effects are mentioned as a technique to adjust the overall look of a game scene after the assets have been created. The video discusses how reducing saturation and contrast through post-processing can help to balance the visual elements of a scene. However, it also points out that these effects alone cannot solve the problem of assets demanding too much attention.

💡Saturation

Saturation refers to the intensity of the color in an asset or scene. The video explains that high saturation can make an asset demand more attention, which may not be desirable if the asset is meant to be a background element. The speaker suggests that reducing saturation can help in directing the player's focus to more important parts of the scene.

💡Tile Map

A 'tile map' in the video is a grid-based layout used in game design to create levels or environments. The discussion around tile maps focuses on how assets should be designed to fit within this grid, considering both their individual appearance and how they will look when repeated across the map.

💡Overgrown Castle

The 'overgrown castle' is used as an example in the video to illustrate the process of creating a detailed scene. The speaker describes adding various detailed assets like bushes, grass, flowers, and vines to create an overgrown look. However, the video points out that adding too much detail can make the scene look cluttered and unappealing.

💡Strategic Placement

Strategic placement is discussed in the context of knowing where to add details and where to keep assets simple. The video suggests that details should be added to areas that are important for the player to notice, while less important areas should have simpler assets to avoid distracting from the main focus of the scene.

Highlights

The importance of choosing the right assets for game art is emphasized, as not all detailed assets are necessarily better.

Assets that are seen multiple times in a scene should have a simpler design to avoid visual clutter.

Adding too many details to assets that are repeated can make a scene look worse, as each asset demands more attention.

The problem with detailed assets is demonstrated by creating an overgrown castle with too many intricate details.

Advice on how to improve asset design by focusing on shadows and highlights is critiqued for not necessarily improving the overall scene.

Reducing saturation and contrast in a scene can sometimes help, but it's not a universal solution for all design issues.

The key to a good scene is directing the player's attention, not just reducing the attention demanded by all assets.

An example is given where reducing detail and contrast on all assets except a few makes the scene look oddly acceptable.

The necessity of planning how an asset will be used and how often it will appear in a scene before creating it is stressed.

The silhouette and shape of an asset are crucial; too much detail can be distracting when repeated.

A simple silhouette is preferred for assets that will be repeated, to maintain a clean and non-distracting scene.

The concept of creating an underlying composition or outline before adding details is introduced.

The importance of maintaining silhouettes for a coherent scene is discussed, with examples of how details can ruin the outline.

Contrast and color saturation are identified as key factors that can demand attention and should be strategically used.

The idea that unimportant assets should be designed to demand less attention is presented, to allow important assets to stand out.

A strategy for drawing individual assets is suggested, focusing on not overworking details that won't be noticed in-game.

The value of strategic detail placement is highlighted, with examples of how details can enhance a scene when given space.

The principle of adding details as separate assets rather than making the main asset overly detailed is explained.

The talk concludes with advice to consider the placement and importance of assets before drawing them, to avoid wasting time.

Transcripts

play00:00

I want to talk about an issue that I

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sometimes see when people make game art

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that is that they choose to make the

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wrong assets take an asset like this one

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it's in many ways more difficult to make

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than this but is this a better asset

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than this well not necessarily why well

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if we look at this scene we can see that

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it's composed of quite a bit of assets

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some assets like this one can be seen

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several times whereas other assets like

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this one only appears once or twice now

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I want us to look back at this asset we

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still think it looks pretty nice but

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take a look at what happens to this if I

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replace all these assets with this one

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now you might think that this still

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looks pretty nice you might even prefer

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this asset to the previous asset and

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think that the details are awesome but

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the idea of making this type of asset is

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generally bad so I want to show you the

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problem that occurs when some of you

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make detailed assets like this one

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suppose you're making assets to fill

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this tile map and you want to make an

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overgrown Castle so you make this bush

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and you start making some nice detailed

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tiles and then you want to make grass on

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top of the tiles to make them look even

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more worn down and overgrown and you add

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these nice small details like flowers

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and then you want to add vines in the

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background once again you really focus

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on making it look nice and on top of

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this since it's a overgrown Castle maybe

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add some pillars and once you're

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finished you're happy with it and then

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you throw it all together and well it

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looks really awful now how would you

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solve this well naturally you might want

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to fix the assets so perhaps you see a

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video with some YouTuber talking about

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how Shadows tend to be slightly more

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saturated and Bluer and highlights tend

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to be less saturated and yellow and so

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naturally you go over each and every

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asset and add more shading and more

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details and now each asset looks even

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better we can even do a side by-side

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comparison and see that each asset looks

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a bit nicer and so you place it in the

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scene and the scene actually looks worse

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here's the side by side the left one was

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before we reworked it and the right side

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after more details but it becomes more

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annoying to look at why well the thing

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is that the problem in our original

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scene was that every single asset kind

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of demanded attention it was detailed

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and intricate and our Improvement was to

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add more details and more highlights to

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every single asset which just makes

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every asset demand even more attention

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so suppose at this point you ask someone

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else for advice and they tell you what I

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just told you they tell you what the

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problem is they tell you that there are

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too many colors and that the colors are

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too vibrant good now you just have to

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use some post procing effects and drag

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down the saturation and contrast and now

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the game should look good right well no

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the game still looks bad the thing is

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that the key to making a scene look good

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is often about directing the player's

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attention you want the player to ignore

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some things and focus on others if you

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just reduce the attention of everything

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so that everything demands less

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attention you still have the same

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problem the player still doesn't know

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what to focus on so let me show you what

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happens if I reduce the contrast and

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saturation of every single asset except

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these tile flowers now the scene

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actually looks weirdly okay I mean it

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looks kind of stupid but even if the

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choice I made was a legit legitimately

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weird because the fact that I can rest

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my eyes on these tile flowers makes the

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scene look kind of okay to look at I

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reduce the detail reduce the contrast

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and move the focus to something

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completely nonsensical there's no

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purpose to look at these flowers but the

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fact that I know to look at them makes

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this more relaxing so in practice this

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means that before you even make an asset

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you need to think about how you're going

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to use that asset and how often you'll

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place the AET in the scene and before

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you start drawing please make a basic

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plan so to show you why this is

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important I want us to go back to this

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scene the underlying composition of the

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scene isn't too bad if I just remove all

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the details from the scene and just add

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flat shapes we get this and it's pretty

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cool even if it's just basic Silhouettes

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but here we can see another thing that's

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an annoying issue we already have with

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this silhouette this asset is annoying

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and I don't mean the colors or the line

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art but the silhouette and shape of the

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asset is annoying just like with the

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details in the asset when your

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silhouette contains too much detail it

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also becomes annoying to look at so if

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we repeating our asset a lot the

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silhouette needs to be simple like a

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blob or a block if the silhouette is

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complexed and we're repeating the asset

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it becomes distracting so let's look at

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an example so here we have a simple

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scene with just a tile map and I want us

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to cover this bottom area with grass now

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grass obviously consists of grass

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strands so we might draw something like

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this but if we look at what happens if

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we repeat this we can see that it

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becomes a mess even if the asset itself

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looks quite decent but this shape the

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silhouette is complex so when we repeat

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it we create an inadvertent pattern a

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distracting pattern once again annoying

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to look at compare that to what happens

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if we just draw a random squiggly line

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and color the bottom green and now we

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have grass and it looks kind of nice

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even if it's simple so you need to be

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aware of how you're going to use it we

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can look at this scene the bottom grass

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here simple silhouette and the grass is

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not that detailed and then we have this

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flower it's detailed but it's not

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repeated so it works but if you repeat

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it it looks bad so if it's supposed to

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be a lot of grass you need that grass to

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be viewed as one unit the silhouette

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should be read as one single chunk of

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grass and with this type of grass that

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is almost impossible and this is one of

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the points of making a basic outline

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like this first of all if you had an

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outline like this you wouldn't ever make

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assets like this because you can see

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that this asset would fail it already

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looks bad as it is so we should remove

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it but more than that we can see that

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when we have our final scene we need to

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maintain these Silhouettes for the scene

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to look nice and what I ruined when I

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made the scene is that I made these

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Silhouettes hard to distinguish you can

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no longer see where each individual

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asset begins and ends when you have an

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outline like this and the outline for

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this looks nice you know that your

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finished product will look nice if it

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continues resembling this outline and so

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with a plan in hand you kind of get the

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idea for how your scene should look

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without having to invest that much time

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and you might think that this doesn't

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apply to you because you can't draw an

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asset as nice as this well no this same

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principle applies to you it actually has

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nothing to do with how nice you can draw

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but everything to do with how much

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attention your asset demands so what

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does this mean how do you know if your

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asset demands attention or not well

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let's look at this asset which one did

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you look at first probably this one what

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about these two assets probably this one

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so why do you pay more attention to this

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asset than this one one well one thing

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you can look at is contrast if an asset

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has a lot of color variation a lot of

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different Hues like purple red green

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that Hue contrast will demand my

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attention if an asset has a lot of value

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contrast that is very white things and

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very black things the value contrast

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will demand my attention conceptually

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this will apply to a scene as well if my

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scene is overall quite Bland but I have

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one or two items that are distinctly

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different color and are more saturated

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those assets will stay out so if you

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have this underlying outline you should

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be outlining an added contrast mainly to

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the areas that highlight this outline

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adding contrast here or here will direct

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attention to the wrong places in the

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scene and thus make your scene look bad

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it's important when we make our asset to

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think is this an important asset that I

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want the player to pay attention to that

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is Central to the game or is it an

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unimportant asset that is there to fill

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the space and if it's an unimportant

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asset I shouldn't just not overwork the

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details but probably remove the

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details if we look at this scene in

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super skelemania yes the main focus is

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around the character but at the same

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time why do we have all this detail and

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contrast on the edges here why do we

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want to look here even though I can see

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that these are rocks this consistent

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pattern makes it look more like a

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wallpaper same as what happened in the

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scene earlier this mostly becomes

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annoying now look at what happens if

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instead of a nice tile like this one I

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just have a dark brown tile the ugliest

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tile possible but a tile that doesn't

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contain information and thus doesn't

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demand attention it looks better even if

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it's the ugliest tile possible a tile

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that isn't even drawn I'm not saying

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this is good just that this kind of

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looks better than this so if we look at

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our outline this is the shape we need to

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highlight so when we make our Bush these

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details here will lurin our overall

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shape and so we remove those details and

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simplify the colors and we just skip

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this asset and instead we can just make

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something simple like mountains in the

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background on these small Vines we

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remove the details as well and now when

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we put it together it looks coherent and

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nice even if all I did was remove

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details so because we know that this

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outline works we know that as long as we

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add details that maintain this

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silhouette then our scene will kind of

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work so I repeat you can't evaluate your

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asset in this context you need to

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evaluate your asset in this context it

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might look good here but if it looks bad

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here it doesn't matter and this is

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actually important not just because it

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makes your scene look bad but it will

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make you waste a significant amount of

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time with every asset that you draw so

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let's look at how this affects how you

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draw an individual asset for instance

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let's look at how we might draw a rock

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so you might see that I normally draw my

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rocks kind of like this rather simple

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but something as the unication is people

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starting out like this then they add

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some grass and then perhaps a flower or

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to now I already mentioned how this type

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of color selection is problematic

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especially if we're going to use this

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asset a lot in our scene but I want this

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to look at something even more specific

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we can see that this flower I made looks

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terrible it kind of looks like I can't

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draw a flower so naturally I would want

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to fix this right well no that is a

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mistake this is one of the biggest time

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wasters that occurs when you try fixing

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your art before you have actually placed

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your asset in game I can draw and fix

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this flower now it looks a bit nicer

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right at least it looks significantly

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better than the blue flower but if you

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look at this asset in game it still

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looks terrible we still have this issue

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where when we see it in game all we see

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is this red and blue dot we don't see

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the detail we actually barely see a

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difference between this flower and this

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flower and so we actually don't see how

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much I improved this flower and if you

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can't see the difference it actually

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didn't matter that I spent time fixing

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it your asset might quite often look bad

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in your drawing software but if it looks

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good in game then it doesn't matter the

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asset works so skip over working details

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that don't matter now this whole rant

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might you think that I'm against details

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and I'm not I just want you to be

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strategic with this placement and more

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generally I tend to prefer the principle

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that I can add an asset that is a detail

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in my scene but I generally avoid making

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detailed assets why well when you skip

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the detailed assets but add an asset As

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a detail it makes it easy to notice that

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detail see what it is and think huh

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that's cute and then we continue

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ignoring it and playing the game a kind

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of textbook example of this can be seen

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in Adventure Pals most of the time map

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is kind of clean and simple but then we

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have some small assets like this skull

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this flower or this root add it as a

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detail to spice it up a bit a

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consequence of all of this is that if I

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want the detail to be noticed I kind of

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need to give it some room if you make it

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simple around the detail the detail

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sticks out so for instance I might place

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a small flower pot here and Bob The Blob

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right behind it and now you have this

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small nice detail and now the scene

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starts looking more intricate and as I

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mentioned earlier since we know that

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contrast pulls Focus now if we want Bob

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here to be noticed now we can make him

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bright red since our scene isn't too

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saturated and we have no red now we

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immediately notice Bob but we can still

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see the scene quite well overall I think

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this generally looks nicer but all of

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this said if we look back at our

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original scene with this whopped bushes

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this kind of works but only because the

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mess is constrained to this area

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the rest of the scene is fairly open and

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relaxing but you need to have a sense

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for where to add detail and where not to

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add it and then you can start breaking

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the rules more easily so overall many

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games do a mix of this without any

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problem where they have fairly detailed

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sections of their game but at their core

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they at least somewhat follow the idea

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that this part isn't important so we're

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going to fade it out and then they might

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think oh we don't want it to become too

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boring so we add a small detail here

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overall there's a significant amount of

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nuance that can be discussed here and if

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you're a really skilled artist you

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probably have a feel for how to make it

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work but for quite a bit of you I just

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want you to think about your asset

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before you start drawing them think

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about the silhouette and how you're

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going to place the asset later on and

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think about these inadvertent details

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that you might be creating that pull

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attention that you might not want the

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problem might not be how well you draw

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your asset but which asset you choose to

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draw thanks for watching bye

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Étiquettes Connexes
Game ArtAsset DesignVisual HierarchyArt DirectionContrast FocusSilhouette SimplicityDetail PlacementScene CompositionArtistic StrategyGame Development
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