The Importance of Working Fast and Rough

in #art7 years ago

Hey all,

been working on an rpg and I thought I would share my rough tests of a battler sprite for the battle system, and explain why working rough is important for both time and learning.

The game has a "from the back" 2/3 perspective, and I would like to implement some camera and perspective effects like Golden Sun on GBA.

When starting on something new it is a good idea to plan, but also work rough and quick to test your ideas. For example, when drawing it is easy to focus and apply detail on just the nose, only to realise the entire proportions of the face are wrong and all those hours spent have been wasted.
frame0000.gif

So too, in game design, it is best to iterate quickly and fast to get the basic forms of the project. For example, the resolution ended up not being apropriate, and the way I ended up rigging the battle sprites in the project ended up being difficult to work with in the godot 3 editor. Because I was willing to sacrifice quality to get the project running I ended sparing mysylf pain, time, and thrown-out-the-window-in-anger-puppies.

TL:DR
Get your ideas down. Make a minimum viable product. Save the business expense of thrown animals.

What has been your experience in pushing out rough versions of your projects?

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interesting idea. i'm a programmer and never really spent too much time on art. so it's kinda hard to relate. but on all projects there's a lot of unexpected changes. so i think it's important to stay relaxed and flexible. being ready to accept new ideas.

I really relate, but I learned these long ago... I still spend a lot of time trying to perfect things I know won't be in the final product though~