Tag: game art

Bring marshmellows and a stick…

For this texture set, I wanted to retain the fire/lava vein effect in the walls. Although I had mapped it out from my previous run through all the textures as covered in a previous post, I ended up making quite a few changes. Click… Continue Reading “Bring marshmellows and a stick…”

Icy walls of bleh

A little before and after pictures. There are a total of 5 ICE dungeon texture SETS. As you can see in the below images, they are mostly just recolored variants with different symbols. SIDENOTE: I presume they are Daedric symbols commonly seen in later… Continue Reading “Icy walls of bleh”

Strange times at Septim High

Ingame appearance As I have worked on several games, I have noticed various oddities. I have covered one before: unused assets. However, there are a few others. In the game TES:Arena, most SET files are reserved either for walls or for floors. The exception… Continue Reading “Strange times at Septim High”

RETRO POST : The long road to Arena

Why Arena? *This post was originally drafted in 2012 but never submitted. I have revised and updated it. The next brief diversion was an even older game called The Elder Scrolls:Arena. It is the first game in one of my favorite video game series… Continue Reading “RETRO POST : The long road to Arena”

Darktone…another old (but not abandoned) texture mod

While I haven’t found my most recent version of the Torchlight mod, I did find my proof of concept file for a texture mod of the pc game Darkstone. Although all the Darkstone media assets are stored in “container” files like my other projects, Darkstone art files are… Continue Reading “Darktone…another old (but not abandoned) texture mod”

Quick Before and After

Here is the before and after for the in-game menu. I probably should have shown it more clearly in the last post (and the video). Overall, I’m very pleased with it. – Martin

One texture to rule them all….

In-game menu I’ve held off on doing the in-game menu because I didn’t feel the necessary inspiration to tackle it yet. For me that texture is the face of the game; the one the player sees most often and serves as a sort of “anchor”… Continue Reading “One texture to rule them all….”

Big blocky buttons

HUD For the HUD (that shows at the bottom of the screen when playing), I fiddled extra long on how to redesign the buttons. I wavered back and forth on keeping the original art or replacing it with words or a different picture. I considered… Continue Reading “Big blocky buttons”

Easy doesn’t always equal quick PART 2

Shapes I try to stick to colors pulled from the original image. This eliminates any guesswork on making sure the colors match the palette file (really only important for older games that use palette files). Once I have a rough idea of what colors to use, I try… Continue Reading “Easy doesn’t always equal quick PART 2”

Graffiti on the walls

Why “Marking” As I have mentioned in previous posts, my experience in working with game art resources has revealed that the game creators often leave behind orphan files that aren’t actually used in the game. It is very frustrating to spend a couple hours on a… Continue Reading “Graffiti on the walls”