For this project you will create the look of your game's assets or main props.Â
Think about how these assets will be in an inventory for your player to pull from.
Think about the leveling up of each prop.
Gather at least 3 benchmark images showing the style you are aiming for.
For examples of game props or assets: See the list of Assets from League of Legends.
Create at least 10 silhouettes that explore different design options/looks.Â
Number these in your image so that we can differentiate them.
Silhouettes can have interior negative shapes
We'll look over your silhouettes and choose 3 or more to explore further as detailed sketches.
These will be your 3 stages of level-up props. As your character gains skill, their weapon or prop gains power.
See the Super Dungeon Tactics Example for Prop Level design below on this page.
Use line and or value
Title them in your image
Now add color and light and special effects if needed.
Title each in your image
Suggestion to do 3 stages of 1 level-up prop at 3 stages:
The starter prop
The same prop with more achievements
The same prop that can beat the boss
The dimensions for all of your files for this project should be 1920 x 1080 pixels.Â
You may need to work at the file at a larger size:
Double the size = 3840 by 2160 = 4K This helps you to zoom in as you work.
Please turn in:
Layered PSD files
FirstNameLastNamePropTitle.psd
Flat JPEG at 2000 x 2000 pixels max
Add these images to your google slides at each stage.
Don't get too caught up in the details that people will never see, keep zooming to fit screen.
Show a scale reference like a person next to a big item or a paper clip next to a small object.
Make a list of the props you will make
describe how they will make the player feel
Do they level up the character?
How do they help tell the story?
Alexis Kole: Coffee Shop Ghost Game: Think about how your props will be used in your game.
Drawing them to scale in context helps you to not over design your pieces.
Mech designs by Evan Polosky
Prop designs by Kayleigh Gonzalez
Vehicle designs by Sarah Drews
Min Yang: Work for Underbite Games: Battle Scars done as an intern
Spacecraft Concepts - Darian Papineau
Darian Papineau - Final with Silhouette, Sketches and Renders
Vehicle design by Sarah Drews
See how Sarah shows the scale of the bus with a silhouette of a person.
Pancake Mech design by Bailey Chiodo
Keegan Moore - Props in a layout
Keegan Moore Props in context of the visual development with the character holding the asset.
He explored variations of the weapon gaining ability once it was held, there is a ghost like additional weapon that emerges.
Kai Eckman - Props in a layout
Manda Kingston: Props in a Layout
Manda Kingston: Props in context
Manda's props in context with the GUI
Drew Hill: Fortnite Weapons
How to make game assets for inventories that are good at a small scale in a painterly way.
Super Dungeon Tactics was a casual game that KCAD students helped design with Underbite Games.
Ideas for creating level up props for game and how to match benchmarks by placing your benchmark next to your art to see if there are differences and to help push the work towards a professional level.