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Game art requirements

01-14-2011, 03:06 PM
Joined: Jan 2011
Posts: 4
Game art requirements

I know this is a bit of a RTFM type question, but-

I am hoping to develop my first game utilizing cocos2d and an underemployed relative to produce the game art.

My question is, what is form the game art needs to be (Wispin is a good example of final product, though couldn't conceptually be further apart) in to make it usable for either standard or retina display.

01-14-2011, 04:23 PM
Joined: Aug 2009
Location: Argentina
Posts: 264
If you want to be able to quickly generate art for both standard definition and high definition, your best bet is to use vector graphics. That way you can scale your art for whichever resolution you need.

Mariano Ruggiero // Follow me on Twitter (@ArtCoder) // Check out our games:
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01-14-2011, 05:13 PM
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
well it depends..

not everything is easily doable in vector art.. so the first thing i would suggest is to think about what devices you want to support.

based on that let the artist do the first mockups of the scenes so he gets a feeling how to best approach things.. from there you can continue down the road to check for example if some things are easier done in vector, or modeled in 3d, or done in traditional raster gfx.

at the end only you can tell what requeirements there are because you know your project.
01-14-2011, 08:09 PM
game art

somehow this was a repeat message -
couldn't see how to delete it
so fixing it this way for now

how do i delete posts ?

Last edited by kii; 01-15-2011 at 08:45 PM.
01-15-2011, 10:29 AM
[QUOTE=kii;1539071]whatever form the game art is in, make sure the art is clear and easy to see on the screen

I had a look at "wispin " and its confusing - and the concept is old, though you said your concept is different.

Its a good idea to look at the best case examples of the most popular games,
for both concept and art

ive written a check list on what makes a great iphone game.
What would you put on your check list ?

fundamentally for iphone its - a simple but engaging visual concept, excellently executed -
a good example is " Cut the Rope "

see also " megajump " for very good design art


there's a touch of animators madness at go-ideas