You Aren't Bad You are Just Terrified of Sucking || Reviewing your GAME ART

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  • čas přidán 7. 07. 2024
  • 0.00 - Intro
    0:25 - Example by: AHappyWaterMelon
    2:09 - Dual Gen Studios - Video Medal Winners
    4:05 - Zizaco - Spiritwood Harvesters
    5:15 - Esferibot
    7:30 - Blind Ninja Games
    10:00 - Inverted Journey
    11:50 - Outro And Conclusion

Komentáře • 31

  • @Nonsensical2D
    @Nonsensical2D  Před 17 dny +20

    I will mention that not all of you mentioned being bad at art, but some did, and I feel like saying "I can't draw" is often a bit unfair, because it is rarely quite the issue at hand and the thought that you can't execute on something can actually be problematic in and out of itself.
    This video is extremely late in relation to when I intended to upload it. But I got sick, had quite a bit of work and also had to redo some sections of the video. Thanks to those that uploaded! Hopefully the feedback made sense and that you felt it was fair feedback. . You can check out the subreddit, and perhaps upload something if you want feedback in the future. This was mostly done as a test, but I might try it again. Feedback from you guys would be greatly appreciated, this video was mixed scripted and non-scripted, I'm a bit unsure whether it worked or not.

    • @nouveu1
      @nouveu1 Před 16 dny +2

      When I read your comment, especially the end remarks I feel like you worry that you did not your best, but you know what, I can tell you: "You Aren't Bad You are Just Terrified of Sucking" :)

  • @MatrixQ
    @MatrixQ Před 17 dny +5

    For anyone who says they have 0 art skills, I can only recommend to challenge yourself.
    Draw something for 100 days. Anything. You can pick something random each day, stay inside a topic, copy existing pieces, doesn't really matter. Keep at it for 100 days, even if there's a day where you feel like it looks really bad. Even if you only have time for a quick sketch. Use pen and paper, actually, physically draw.
    You will not become a master artist. But you'll gain enough experience and confidence, so that making some assets won't be this huge, terrifying thing anymore.

  • @mantimestwo4810
    @mantimestwo4810 Před 14 dny +1

    I have to drop a wall of text to mention the fact that I love that you brought this one specific point up at 6:00, as to how it's not about the apparent quality of the assets but much more the intent and what you are trying to "sell" to the player/viewer:
    Coming from an illustration and general drawing background, being a game developer, as well as a hobbyist with a lot of other creative things, I've come to that very same realization time and time again. If I were to for example draw a single thing in an illustration with thick, heavy outlines while the general whole is more free-flowing brushstrokes, it's of course going to look out of place. Same can often be seen with games made from multiple asset-packs. The style of assets doesn't match, so things lack cohesion, sometimes from specifically things like the sizes of pixels in pixel-art assets. It can of course be made to work, but it's hard.
    What really matters to me personally when something doesn't look right is trying to understand as to *why* it's not working in the bigger picture, rather than going in and trying to work on that one thing blindly on its own. Wasn't hard to see this in action when I had to work on some university projects with people with no experience in game development, and I often ended up pointing out stuff not looking great in the build even if the art itself was fine, as I was the only person working in-engine out of the few artists. Of course, not meant to be a slight towards said teammates, just that lack of experience in that specific type of work was showing. Things were drawn, but then they were just thrown in the project without further thought about coherency.
    It's honestly the same thing with whatever else. If I were to try to paint a piece with super simplified lighting while the whole thing is extremely realistic otherwise, or if I were to make explosion-VFX for a movie without understanding how an explosion works (or a great explosion that the world doesnt react to), it's just not going to mesh well with the whole.
    Another great example fitting of that specific type of ruined and rusty environment you brought up would be Eve from wall-e specifically. Contrasting to the state of earth when she appears, she's eerily clean and white, which is exactly the point. She's supposed to feel alien, contrasting both the state of the world and the technology of the wall-e bots. In said case however, it's used on purpose and to create a story instead of just throwing her in there without any thought.
    Asking "why", "what" and "how" is a powerful tool when analyzing or critiquing anything, even one's own personal work!
    ("Why does this look off?" "What am I trying to say or imply?" "What can I add or take away to sell X better?" "Why does this make it feel more believable?" "How does X work in real life, and how can I make it work in cohesion with my other assets?")
    Again, sorry for the wall of text! I just love that you brought that up because I feel it's not spoken about enough :)

  • @allendawodu
    @allendawodu Před 17 dny +8

    I like this style of video, it feels really personal, especially towards the end. From this, I learned the importance of visual cohesiveness and storytelling through art (it's weird that I didn't know about these things previously).
    I hope to upload some of my art for your next feedback video. Keep up the great work!

  • @blindninjagames
    @blindninjagames Před 16 dny +8

    Thanks a lot for reviewing my game! Yeah, the text is just a placeholder. I plan on making icons appear on the pet for the statuses. Your idea of having a transition for the icons is great! I have the icons kinda big because I'm legally blind so it looks better to me to have them so big. LOL! But I can make them smaller. Thanks again for the feedback.

    • @Nonsensical2D
      @Nonsensical2D  Před 14 dny +1

      Thanks for submitting! Having the icons appear on the pet for statuses would probably work out awesomely, I think that would look really nice! Big icons make perfect sense then :) I would at the later stages of development then look to having both a big UI version and a smaller UI version perhaps :) I would personally probably try to do a "user test" type of scenario where you give people you know something like 3-4 different UI size scenarios and ask them which they prefer. Assuming you want to maximise your audience reach, there is going to be an "average" optimal size that is going to appeal to the most number of people. This would obviously make it suck for you though, so it depends on what you are going for.

    • @blindninjagames
      @blindninjagames Před 14 dny

      @@Nonsensical2D That's a good idea. Even if I can't see the icons that well, I do have text-to-speech built into the game so I would still know which icon I'm using.

  • @IraKane
    @IraKane Před 16 dny +3

    Totally agree. Being coherent with the overall design and art style is usually more important than the quality of the art itself

  • @DualGenStudios
    @DualGenStudios Před 11 dny +1

    Hi. Thanks for reviewing my game, Medal winners 24. Your feedback is really good, detailed and interesting. In the past, I have been said that my UI isn't good, so I started looking at tv graphs to improve it. However, it doesn't match the game artstyle as you say. Some things look hand drawn and others don't. Now I'll have to change many things in the results part. And about the font, I don't know how to make one, so I used one that was free to use and that I liked. I think I'll take your advice and I'll have to change that too. What I'm happy is that you liked my characters and colours. That's great. Thanks again for your feedback.

  • @JimmyGameDev
    @JimmyGameDev Před 14 dny +1

    Developer of Inverted Journey here. Thank you so much for reviewing my game! You were very kind and I really appreciate the extra bits of advice- I'll be focusing on adding a landing animation and some more details next! Your channel in general has been incredible for learning how to develop a consistent art style and how to actually go about the process of making art for games, and I really want to say thank you both for doing this and for all the helpful videos you've made before it. Seriously, thank you!

    • @Nonsensical2D
      @Nonsensical2D  Před 14 dny +2

      Thanks for submitting! I try to say this in the video a bit but I am unsure how well it comes across. I will say that I think that you have so much that works well that you don't have to stress things too much or overwork things too much, the risk is that you will make a lot of lateral changes and waste time. The animation does look to me a bit stiff at times when I see the video, but I also don't know how much that feeling carries when playing the game, or how easy it is to create a solution that looks better. So what I would say is that you could do small tests of changes like the animations or adding some more details, but if it doesn't pan out, you should probably not stress it, because fundamentally you pretty much already have the important bits down, your game already looks nice.

    • @JimmyGameDev
      @JimmyGameDev Před 13 dny +1

      @@Nonsensical2D That is totally fair, thanks for the extra advice! I'll keep that in mind, I definitely agree that a lot of gamedev ends up being about deciding when something is good enough lol. I guess I'll see what ends up being the most efficient for making the game better with a bit of testing. Thanks again for everything!

  • @TangomelonArt
    @TangomelonArt Před 12 dny +1

    About to binge watch your whole catalog, my dude. Your method of explaining things really works for me.

  • @nerdtime7657
    @nerdtime7657 Před 14 dny

    I like the way you breakdown the drawings and explain how different elements could better work together in a concise and understandable way. Great video as always.

  • @d00mnoodle24
    @d00mnoodle24 Před 16 dny +2

    That inverted journey game looks amazing honestly, i wishlisted it :)

    • @JimmyGameDev
      @JimmyGameDev Před 15 dny

      Developer of Inverted Journey here- thank you so much, that's very kind!

  • @CptTiki
    @CptTiki Před 16 dny

    Your content is pretty awesome and inspiring.. loved your critiques as well! As long as you have willing participants, I’d like to see this become a more regular session!!

  • @BADeByrd
    @BADeByrd Před 16 dny +2

    I've been enjoying your videos and you being up some points I hadn't thought about. My biggest fear though for using hand drawings for game sprites is how it might change when adjusting the resolution.😊

  • @kaewierdoni4640
    @kaewierdoni4640 Před 12 dny

    If you made a playlist containing all of even most of your videos I would watch that playlist while working

  • @akiameaart
    @akiameaart Před 16 dny

    Great advice! Love your videos.

  • @zb3485
    @zb3485 Před 12 dny

    really like the content - thank you

  • @Hazzel31337
    @Hazzel31337 Před 16 dny +1

    thanks for the feedback

  • @Dardasha_Studios
    @Dardasha_Studios Před 16 dny

    Nice!!

  • @paluxyl.8682
    @paluxyl.8682 Před 15 dny +1

    I have subscribe to at least 3 channels that upload daily over 5 indie games, most of the games got a really bad UI.
    Also over 99% of the games got no dying or losing animations ... most of them got just a text that appears with "You are dead" or even worst "Back to the main menu".

  • @JuhoSprite
    @JuhoSprite Před 14 dny

    😳

  • @DeavtheDev
    @DeavtheDev Před 15 dny

    In the case of 6:29 this goes to show that focusing on stuff like custom shaders and all this high tech effort stuff coming before setting a good foundation can work against you. All that effort isn't wasted so to say but to put that amount of work into that instead of making the level match the game story is odd.

  • @pitchfire7959
    @pitchfire7959 Před 16 dny +2

    If you make bad art consistently it becomes an art style, just look at Minecraft.

    • @pitchfire7959
      @pitchfire7959 Před 16 dny +1

      Also, simplicity docent mean worse art.

  • @flow1194
    @flow1194 Před 14 dny

    10:25
    what this person says is irrelevant.
    they can draw and they have to live with that.
    i will not tolerate lies

  • @Ashkandi88
    @Ashkandi88 Před 13 dny

    If you suck at art, why dont you make a clicker or puzzle game?