Game Art

Blog post mainly focused on my part of creation of the games : )

How do create digital pots

Super short tutorial : D
1st of all collect some reference, then create one circle using elliptical marque tool and stroke option.  Multiply it few times created ring and each time change it vertical position size. Once that is done really important is to select all layers with created rings and align their horizontal centers, to receive perfect symmetry : )

Next step is to use brush tool or if you want be more precised pen tool and create line on one side of pot. Almost like wielding circles. Once you are happy with created line, duplicate it and flip copied line horizontally and place on second side of pot.

On one layer fill out visible inside part of pot, on second whole pot, on third it’s rim and if you want on third layer its base. When you done that, select the layer you want paint first use select pixels option on layer and have fun with painting and decorating it without worrying that you overprint other other elements. You can also use masks to get same effect.


making_pots_06 making_pots_07

Hope that this short tutorial will help you with creation of your own digital pots! : ) Have fun!

Ma’ats Recruit_What I have created so far..

Amon and animations:

F_walk_cycle      B_walk_cycle         F_idle B_idle

L_walk_cycle             R_walk_cycle          L_idle     R_walk_cycle_1   L_melee_attack1_RL_handB_melee_attack1_L_handF_melee_attack1_R_hand

*I didn’t include all but I have created Walk Cycle (6 frames for front and back, 9 for side) , Idle (2 frames), Attack animations (3 frames for front and back, 5 for side). All animations had to be with character facing 4 different directions. Obviously animation of Amon side, right and left are same/or similar. Still I will need apply corrections to most of animations but overlay I  think is not bad for beginnings with Spriter : )

Animations that went wrong:
R_attackSuper attack : D with jump ^ ^

back_attack      Animation of Amon attacking? Or maybe dancing ^ ^ ?

-Eye (4 frames) (animation that I done surprisingly in Photoshop : ) )

-Scarab (4 frames)

That come in few colors versions as well in white for programmers to modify color on their own : )




That come with 11 colors : ) (what mean also 11 top doors and 11 side doors as well some obstacles as rocks or holes)




Instructions that I have provided. Hopefully they are clear enough!  😀



*Shading Amon
*choosing “prefect” Amon
*More of Amon evolution : D
Sketching EVIL eye : P
*arrow dilemma : D

I fix number 3  and we have winner! :  D
*Ammit concept and planing for puppet animation : )ammit
*obstacles checking
*and interface layout
*Scarab elements and bone structurescarab_5
*Hands for attack animation (my nightmare)

_0000_hand_3   _0001_hand_2  _0002_hand_1

get hands right -finnaly

Dyadic on a livestream (6T4 Bites)

I just quote Jack Kuskoff sentence that says all:

Quote from: link

To watch it click on the picture bellow or this: link
Enjoy! : )



01 04 03

Amon and Spriter Pro

Few animations that I create in Spriter pro : )
This time they do not have hundreds of frames as my “famous” smooth walk cycle of marshmallow created in Toon Boom : P link (yes I learn my lesson!)

Idle front and back, 2 frames for each

F_idle B_idle

Walk cycle front and back, 6 frames for each

F_walk_cycle B_walk_cycle

Each of them look different as I don’t figure out yet if there is something as ‘onion skin’. Or how to copy left to right.

Few things that I learn so far is good to decrease amount of objects.. what I mean.. before I had all elements on head separate like eye, pupil, feather, nose and so on. Now all is merged, I only keep them separate in Photoshop file to create later on new expression or even blink and in Spriter I will just switch Amon head.


Still I have to name each bone as I did on picture bellow.. I make later easier to find the right bones on timeline.


Greenlight, people stats and people xD


31July 2015: This is a bit an life lesson : ) Still I love fact how much is happening on our page.. how much visits we have, likes and dislikes. I keep taking deep breath when I read some critiques and keep telling myself that I spend approximately 9 weeks on this game being responsible for most of visuals +animations and at the same time working on other projects and study. .. >deep breath<
14 August 2015: Yeay! We got pass to the steam! Hurray!

Bellow stats and comments:

06rank20504 rank0203

I will keep updating this blog post for my own record : )

Dyadic _it is happening! Woho!

Click on picture bellow and support us on Greenlight : )


Thank you!

I make a fire! : D

I feel so proud of making a fire! I struggle before with it a bit till I get idea to use animated gif of fire and fast draw on top of it. It worked as I wanted and now you will be able to see in Dyadic game dragon statue with deadly fire!


I was so happy for this small achievement that I start experimenting in Photoshop.. to create animation showed bellow. So much fun when you see not bad results!


Anyway…Fire that I was making at the beginning didn’t look so nice.. that was so frustrating..


Although, I didn’t give up and after short break I get idea how to approach it. I find gif picture of animated  fire and together with it as a reference I paint 13 rough frames of flame in 30 min. Whole thing took me maybe 1h from what I’m pretty happy considering fact how long it took me last time to paint just coin for the game…

  flame_v1  flame_01

I think dragons are happy from the fire too!

Extras: Programers from Handsome Dragon Games had a bit of fun with fire and dragon statue too ^ ^

flame_trap_gif_360fire_360damnit_360 flame_trap_animated_360

Ma’ats Recruits_rooms

Creating rooms for Ma’ats Recruit game took me a bit of time.. playing with perspective, setting up right dimension and so on… You can see a bit of it in pictures bellow.

1st sketches in Photoshop:

Figuring out how rooms may be snapped in Unity:


Planing interface layout as well as future objects that may appear in game.


Once I decide how finally room space will look like I create in Photoshop layers for each element with hopefully correct measurements.. that took me enormous amount of time.. especially setting up correctly guide lines and understand more how layer mask work with all copy and paste thing..

ground_v0 ground_v1 ground_v2 ground_v3
and here we are close to final version of room 01 : )

For this project I use CG Textures from: link
The ones that I use are:
Ground: link
Walls: link
Statue: link

Methodology_Ma’ats Recruit

Becoming an indie game developer


Did you ever think about becoming an indie game developer? I do and in this report I will share with you my plan how I want to achieve this and what would be my first footstep into the world of independent game development. Skills, learning abilities and methodology will show how successful I will be over the time.

“Innovation is about failing, learning and getting better, it takes time & persistence to build a strong foundation for a business.”

— Sarah Woodrow


Independent video games industries called as Indie games hit the market and opportunities for talented people appear to showcase their skills. Thanks to this methodology artist skills may get attention from potential employers from the industry that we are aiming for. Hard team work, advices from experienced people and support from people that wish you to be successful may make it all work, help you with achieving your goal or even better and go beyond it.

I’m a game artist with only acquired knowledge from school and passion. I chose the path of concept artist, 3D modeller, texture artist, 2D puppet maker and additionally as an animator. With this small range, but I believe strong skills I will be able achieve the goal for which I’m aiming to work in the video game industry.

In this report I will write about target markets, publishing methods, and how I am planning to achieve my life goals and become an indie game developer.


There is no better place than university to acquire a great amount of knowledge, improve, experiment and learn lessons on making mistakes without experiencing nasty consequences that we could face when we were employed during project development. This term I’m planning to learn, new to me software called Spriter Pro that it is affordable to buy and used by animators to create 2D animations for the video games. Learning new program will also prove that I am willing to keep learning unfamiliar to me software. Once I gain the necessary knowledge how to work effectively in this program I will be able add it to my list of programs that I’m familiar with. This list will appear on my curriculum vitae and online database such as LinkedIn, what I believe would increase my chances of getting a job. In terms five and six of my study at SAE College my plan is to create quality artistic asset to showcase it in my portfolio. Additionally, to be more successful, I’m aiming for finished product. What I mean by finished product it is playable game that will be published online and available for people to play. In order to achieve it, I will do everything what’s in my power to encourage my team, constructively keep pushing them to work hard in order to have ready product for sale on steam by the end of term six. If I will be successful, this game, hopefully would be my second game that I was working on and published online for sale. In this whole progress really important will be for me to keep writing blog about team and my progress and about abilities of fast learning, accepting challenges and working under the pressure. Honest blog would be as proof of being good team worker. I think that this is essential to share own experiences, skills improvement, to be reflective, open for critique and apply in to work good advices received from others. Writing about successes and failures as well as about problems and solutions. All that I believe will give me employment potential and good overview of my work aesthetics. Showing that I understand and accept the fact that what I create, I create for people and not for myself. Following what is popular and what people like or enjoy to play. This is probably few of many reasons why I agree to go for this project with the style and look into the game as in “Binding of Isaac” that probably was inspired by the game “The Legend of Zelda: A Link to the Past” and “The Legend of Zelda: A Link Between Worlds” which will be often referenced in in my blog post about asset creation. By creating asset and characters are so confusing to me and an angle with the top down perspective of the room will challenge my skills and problem solving methods. I will also implement into objects and game story some elements from Egyptian mythology to show skills of research and implementation. I believe that once I finish studying at SAE Brisbane and receive title of Bachelor of animation I will have a ready online portfolio, curriculum vitae, and playable games to show to potential employers. Information about my work progress, concept art, sprits and much more will be published on varieties of websites such as WordPress, Deviantart, Pinterest and Facebook page. If I create 3D asset it will appear on SketchFab. Additionally, I plan to open account on Artstation and CGsociety. On top of all I believe that research and following the ways of other video game artists who are successful in the industry will be helpful, so I will look for advices, tips and professional portfolios in order to create my own.


Indie games became really popular in the past years, proof of it can be observed on the Steam and Kickstarter page where the majority of the games is created as 2D games or 2.5D games that it is a mix of 2D and 3D. That is a proof that game developers are going back to the roots of game creations that are obviously cheaper, faster and more efficient for indie game developers. Also fast evolving technology helps artists to create games for mobile devices that are now in my opinion extremely popular. People who need some higher budget for creating their game don’t have closed door in front of their nose as there are pages as popular Kickstarter where your game can be funded once you share with people what you want to create and what do they receive from it. It is incredible how much funds people can get from others. Another webpage that is important to mention is Steam where all indie developers can publish their games by paying fees of about 100 USD. This page is one of the most popular pages that provide bundle sales of popular games, indie games and software. By publishing game on this page indie developer, I believe will get big chances to be discovered by other well prospering companies that are seeking for new skilled employees.


Great online portfolio with quality works, proof of efficient team work, published online playable indie game, reflective blog post where I will share my successes and failure will lead me to achieve one of my life goals of being a video game artist.


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