Intent: Start jamming art style ideas for games, experimenting with styles
Implementation: Through practical tasks, documentation and reflection
Impact: Understanding of various art styles for potential use in the game jam.
Soft skills: Collaboration, creativity, problem-solving, time-management.
Industry: Exploring styles used in different genres of games for better industry understanding.
SMSC: Self-expression and creativity in visual storytelling. Considering inclusivity and ethical representation in chosen art styles. Collaborating with peers to share and critique ideas constructively. Exploring art styles from diverse cultures and their significance in game design.
What are we talking about when we say game art?
How many styles/ways of producing art for games can we list?
Wait, what are we doing?
Over the next two weeks you'll be working with game developers, making art for their games. These will be entered into the Game Anglia jam where members of the local game developer community will vote on the winner. This is an excellent opportunity to get your work seen and gain real experience!
What do I do?
Look at what inspires you, look at a range of games and styles you want to experiment with and develop. So long as it's not pixel art it's fair game!
On your google sites:
Inspirational research
Reflection
That's cool, how are you going to do it?
What do I do?
Find out how you're going to do this. You might need tutorials, blog posts, forums, books, etc.
On your google sites:
Technical research
Reflection
Tip! Today is good time to explore this and take initial steps, from tomorrow we'll be in groups. You'll be problem solving throughout but finding out the what and how today will help you massively for the project!
What do I do?
Start experimenting with making some art, keep it loose and explore. Document everything!
On your google sites:
Art development
Reflection
Going further:
Make more!
General Jam Tips:
Look after yourself: Game jams are supposed to be fun. Make sure you’re eating, staying hydrated, washing and getting your rest. You will produce better work if you are taking care of yourself.
Keep it simple: Time is not your friend here. Prioritise what is important in the game: High Priority (game will make sense without) to Low Priority (that flashy cut scene can wait).
Time is not your friend: In groups make sure you all understand what you should be doing. If you are waiting for other people to finish their jobs before you can do something you are not managing your time correctly at all.
Keep organised with a trello, asana, slack or whatever.
Organise your team so no one is waiting around for someone else. There are times when this is unavoidable but the more of you working the more effective you're being. Look at it like this:
Let's say you have ten days. But in reality because you're going to sleep and look after yourselves so that's more like
Days 1-4: 6rs, Day 5: 3rs, Total 27hrs
If you have a team of two where no one is blocking each other you actually have 54hrs (team of three 81hrs and so forth).
Consider your roles for each stage of development. Once your art is in what can you do? Bug hunting, sound, voice acting, etc)
Everything will take longer than you think it will.
Finish your game (or at the least your part of it): Your objective is to complete your game. Even if you submit something small you will have completed a game!
Have fun: If you are arguing you aren’t working on your game. Decide in advance how decisions in your team will be made, accept it and move on. Game jams are supposed to be fun!
Look after yourself: Game jams are supposed to be fun. Make sure you’re eating, staying hydrated, washing and getting your rest. You will produce better work if you are taking care of yourself.
You are better than AI generated slop:
Something rough around the edges but made with passion and heart is a million times better and worth so much more than anything generative AI can do.
You are smart, creative and you can do this.
Decide size and colour early!
Build a base character - Nothing wrong with a palette swap
Time how long things are taking you
Use an asset list
Get art to your designers as quickly as possible - give them rough art that can be replaced later
Communicate
Limit animations
It's good enough