The first post on my animation blog! Last weekend I participated in my first game jam, organized by IAMAGAMER with the theme 'strong female protagonist'. The jam was created in response to this Gamasutra article's topic specifically, but also the male-bias video games have in general. This issue is very close to my heart and I wanted to start making art for games, so I signed up ASAP.
Our 4-man team (programmer, level designer, writer/artist, and myself as character artist) created a top-down exploration game named 'Hex', which you can play or download on our submission page.
Concept: Early in the concept stage we decided we'd have two playable protags, which let our game pass the Bechdel Test and allowed us to flesh out two very different characters, both visually and internally.
| If it weren't for this bad bitch, ya'll wouldn't even be making games. |
Bellatrix, the witch (both characters are named for stars in Orion's Constellation), is a grumpy and jaded character, personality traits pretty consistent with being a witch in the 1700's.
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| GRR Martin and Miyazaki know what's up. |
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| Too tall for square collision boxes |
Having been recently infatuated with Guacamelee, and feeling like retracing clean lines over the sketch would take too much time, I decided to render the sprites in a pseudo-vector style. I used one layer per colour and used the pen tool (Photoshop CS6) to create the shapes of the face, eyes, clothing pieces etc, which I was then able to lock the layers of and apply super quick gradient shadows. I ended up not using the gradients in-game as it took too much time to adjust for mirroring, but it made for some pretty sharp portrait/promo images to use later. I uploaded each sprites' frame individually as a transparent .png to the programmer.
The monster was an identical process except that he only had 2 frames - floating up, and floating down. When crunched for time Phil shared with me the wisdom that flying/floating creatures do not necessarily need walk cycles. Phil brought a Dark Souls concept art book to flip through, and everyone's favourite monsters featured some sort of body horror. Garish proportions and extra eyes and mouths were a fun change from chibi sprites. I had more time to work on the monster and I feel like it better reflects the style I'd have gone for if I had more time.
I also created the opening comic to explain the plot for players as quickly as possible and made the cave floor texture. All the other detailing (projectiles, stone tiles, etc) were done by Nathalie.
Retrospective / Things I Learned
- Creating a Flash rig is really valuable when only dealing with a few models
- Maintaining a line of symmetry makes mirroring way less of a headache
- Incorporate a dip or leg shortening in the step-frames (especially important with only 3 frame walks) so the character bobs up and down
- Sleeping 8 hours each night is probably not necessary but allowed me to function at 100%
- Take breaks to stretch outside and let problems that need to be solved rest
I am really looking forward to my next game jam!








I love your work here, and really enjoyed reading the process behind it. I lol'd at the "satchel full of science" bit. :-)
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