Thanks for watching! Hope you learned a ton. ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Learn how to make money from your indie games (free webinar): www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a UA-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Your vids always inspire me to make 2d art even though I'm really busy with work and college. Everytime you post inspiration strikes, thank you for sharing your knowledge with us 😊
Wow! I just brough an Udemy course about game design, and after 10 minutes your videos appears to me on my UA-cam homepage. I think this is a signal:) Thank you for this great video!
Hey Thomas! You're awesome, and I couldn't help but notice you make a ton of these "art for dummies" videos that only feature this perspective of landscape. Can you make some videos on making characters, or art for other perspectives?
He's got a style that works for a specific look, and he just repeats it. It's basically making the same video over and over, for ad revenue. This time he's name dropping Elden Ring, again, for UA-cam SEO and ad hits.
Pretty cool. Enjoyed watching this come together. One question though, and not being too critical, but at the end when you added the moon as the primary light source behind the castle, is it just me, or does it clash with the direction of the shadows you created in the middle for the foreground layers? I.e., should those shadows be redrawn to account for the direction of the primary light source? I know this was just demonstrating the techniques, but curious what you think as I notice this in some art projects where the shadow alignment is off enough that it becomes a distraction at best and a break in immersion at worst.
Interesting attention to detail, I think he was doing this more as a demo so I believe that YES he prabably shoulda put it somewhere else or changed the shadows but it looked cool behind the castle and this video was just an example. So the next time you're doing it, just do it your way following only the pricipals he is teaching here. Remember the principals, cheers mate
Excellent video Thomas! One of my biggest weakness is the understanding of colors and composition right now =/ I have plenty of content right now to look through after 2 years of development, but I'm still not really feeling it looks great
But how does this then get imported into a game level? Do you just make a full larger version? I've seen where you use rectangles and just duplicate them to make buildings but how does that work when you want hills and curved ground?
I was using a fantasy cave illustration with a meadow at a distance from the cave's entrance. My color picks of dominate colors was all over the place as the meadow has lots of colors and the cave had dark stones and crystals. I think I should've picked a true outdoor image for this project. My question is how many scenes I must draw to make a decent game level? I want to make my game levels ongoing like Metroid and end when the player reaches the level boss. Is it ONE BIG file or is it tiles of several files?
In the case of Metroid it's tiles of various sizes all designed to mix/match seamlessly. This was originally done for simplicity in programming and it minimizes cpu load. In later 2D iterations they kept doing it for visual consistency. These days, you don't need to worry about it too much unless you're pouring in hundreds of 4K images. You could technically make your background one ginormous image then define the floor of your platforms with hidden boxes. Sometimes on bad hardware giant images can glitch when the player moves quickly but again, these days even phones are designed to handle more. The main argument against making your level one giant image is edits and revisions. When things are modular you can swap stuff out, shift things, add things... If you get thousands of lines into a project with all of your code written around that single image then decide you need/want to make changes... nightmares you never considered can pop up all over the place
I always enjoy your videos, and they're really helpful too. But what I want to know is how you layer the pictures in unity, to achieve the exact same look it has in the drawing...
Export your file as .psd then under "Unity Technologies" use the "2D psd Importer". Your file will come in with the images stacked in order and the layer names you assigned. Assigning the psd layers to Unity layers then creating a parallax effect takes a bit more work but it's easy enough and there's tutorials on YT 😁
@@josephomoruyi9581 Haha I figured as much I just have an OCD thing about scrolling past unanswered questions 😅 cool you figured it out tho getting stuck on stupid s*** is maddening 👍
Hey man can you make a tutorial for game dev cuz most of the best and famous and out dated and with that it's really tough to learn current unity.. PLS 😢😢😢😢😢
Gonna be honest here. This "breathtaking art" is not production-level quality. It feels fairly amateurish, TBH. I suggest game devs get the assistance of professional artists.
Thanks for watching! Hope you learned a ton.
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Learn how to make money from your indie games (free webinar): www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a UA-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
He said "Dummies" and I was like is he talking to me?
Your vids always inspire me to make 2d art even though I'm really busy with work and college. Everytime you post inspiration strikes, thank you for sharing your knowledge with us 😊
This is what I call Art.
Thank You for sharing these Tips and an example of the process of creating 2D Art.
This is great work man -- awesome composition and combination of organic curves and geometric shapes. Love it
Im sitting here, its 1000 degrees outside, and when I watched this video I felt like it's winter again..so so so atmospheric ,phenomenal.
In india October heat 😢
This is incredibly helpful! Thank you for everything you've been doing, Thomas!
Just found your videos recently. Love the content, its super helpful and entertaining. This is your Bob Ross period.
Uploaded just in time for my lunch break 😅😅 thanks Thomas 🙌🏾🙌🏾
i love your art tutorial videos, they are always great
I am a littel new to Photoshop, how do you put that layer on top off the other layer. 1:45
I was wondering the same. With some testing I found that you have to click alt and then click between 2 those two layers.
Always love your process videos for these landscapes!
What did he do to the layer at 1:45 ?? looks like he made a new layer and merged it ? i cant figure it out
someone help plz
Wow! I just brough an Udemy course about game design, and after 10 minutes your videos appears to me on my UA-cam homepage. I think this is a signal:) Thank you for this great video!
This video has been really insightful, thanks!
the finished project looks looks like some futuristic skyline
What did we do to deserve all this new amazing content! 😭
Amaaazing! This is what i needed
Hey Thomas! You're awesome, and I couldn't help but notice you make a ton of these "art for dummies" videos that only feature this perspective of landscape. Can you make some videos on making characters, or art for other perspectives?
He's got a style that works for a specific look, and he just repeats it.
It's basically making the same video over and over, for ad revenue.
This time he's name dropping Elden Ring, again, for UA-cam SEO and ad hits.
Love your vids :D Still making my 2D game so this helps too ^^ Eventhought I've already finished your course some time ago. ;)
What did you think of the course?
Hello there! Liked it and learned a lot. And he's a good teacher@@tomlikeabomb6706
Pretty cool. Enjoyed watching this come together. One question though, and not being too critical, but at the end when you added the moon as the primary light source behind the castle, is it just me, or does it clash with the direction of the shadows you created in the middle for the foreground layers? I.e., should those shadows be redrawn to account for the direction of the primary light source? I know this was just demonstrating the techniques, but curious what you think as I notice this in some art projects where the shadow alignment is off enough that it becomes a distraction at best and a break in immersion at worst.
Interesting attention to detail, I think he was doing this more as a demo so I believe that YES he prabably shoulda put it somewhere else or changed the shadows but it looked cool behind the castle and this video was just an example. So the next time you're doing it, just do it your way following only the pricipals he is teaching here. Remember the principals, cheers mate
Excellent video Thomas! One of my biggest weakness is the understanding of colors and composition right now =/ I have plenty of content right now to look through after 2 years of development, but I'm still not really feeling it looks great
That was so cool and inspirational
But how does this then get imported into a game level? Do you just make a full larger version? I've seen where you use rectangles and just duplicate them to make buildings but how does that work when you want hills and curved ground?
You forgot to add some happy trees (ala Bob Ross)
Nice job!
I was using a fantasy cave illustration with a meadow at a distance from the cave's entrance. My color picks of dominate colors was all over the place as the meadow has lots of colors and the cave had dark stones and crystals. I think I should've picked a true outdoor image for this project. My question is how many scenes I must draw to make a decent game level? I want to make my game levels ongoing like Metroid and end when the player reaches the level boss. Is it ONE BIG file or is it tiles of several files?
In the case of Metroid it's tiles of various sizes all designed to mix/match seamlessly. This was originally done for simplicity in programming and it minimizes cpu load. In later 2D iterations they kept doing it for visual consistency.
These days, you don't need to worry about it too much unless you're pouring in hundreds of 4K images. You could technically make your background one ginormous image then define the floor of your platforms with hidden boxes. Sometimes on bad hardware giant images can glitch when the player moves quickly but again, these days even phones are designed to handle more.
The main argument against making your level one giant image is edits and revisions. When things are modular you can swap stuff out, shift things, add things... If you get thousands of lines into a project with all of your code written around that single image then decide you need/want to make changes... nightmares you never considered can pop up all over the place
Very good! Nice informations!
Hello, Thomas, umm, PS is a bit to expensive for me ,is there a other alternative
I always enjoy your videos, and they're really helpful too. But what I want to know is how you layer the pictures in unity, to achieve the exact same look it has in the drawing...
Export your file as .psd then under "Unity Technologies" use the "2D psd Importer". Your file will come in with the images stacked in order and the layer names you assigned. Assigning the psd layers to Unity layers then creating a parallax effect takes a bit more work but it's easy enough and there's tutorials on YT 😁
Haha, I even forgot I made this comment, I figured it out a few days later. Thank you so much though ❤
@@josephomoruyi9581 Haha I figured as much I just have an OCD thing about scrolling past unanswered questions 😅 cool you figured it out tho getting stuck on stupid s*** is maddening 👍
Why’d you decide on using photoshop rather than illustrator out of curiosity?
In the course does it go over how to use Photoshop in detail? because I'm new to it lol
shadow angles making my eye twitch
for fulltime gamedev does the price include photoshop? (because i dont have it)
i believe am not in cansas anymore..lol nice Tom
when i saw "for dummies" I had no idea twas literal. 🥶
This guy is the real life modern incarnation of Mr Vandriessen from Beavis and Butthead. How cool is that.. mm k'kay?
Hey man can you make a tutorial for game dev cuz most of the best and famous and out dated and with that it's really tough to learn current unity.. PLS 😢😢😢😢😢
Thinking that ai can make a 2d platformer parallax background from a 3d image in some days maybe😅😃
I like to know how to make 2D art,i just dont know why am so lazy starting learning about.
Thomas there was a game you were working on about a dog, can we please have a .exe we can play?
You'd think with all this great knowledge of art and graphic design, we'd have some cooler merch available. Just saying Thomas...
love u
interesting.
My favorite Thomas Brush videos!
havent you done this tutorial like 10 times already?
So? These are amazing
The more the merrier I ain’t gonna lie. Something like this with multiple variations and over time is probably for the best.
It is nice to see a pro working and simplifying things. Better than watch the same video, you can come back and watch a different illustration
We aint complaining
The children yearn for funni art tutorial
dummiee? yaay that for meeeee
Mr Bob Ross of digital 2D art.. well done Thomas!
Bro just casually outclassed bob ross
Gonna be honest here. This "breathtaking art" is not production-level quality.
It feels fairly amateurish, TBH. I suggest game devs get the assistance of professional artists.
This is so cultist simulator book of hours
Second
First