Tag Archives: brainstorm

Asset Brainstorm #11 — Big Stacks

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


When I started on this project, there was something happening that I wasn’t paying that much attention to. I was aware AI art was a thing but it wasn’t something that showed up in my streams. And now we’re in this super weird position where now there’s this type of asset that’s available, cheap, affordable and in many cases being made by an interesting new type of artist, and where just engaging with them at all is going to open a giant can of worms and result in a category of people being mad at me.

This is especially fraught because I don’t think AI art is ethically free and clear but I also don’t think it’s the black spot, and that’s a conversation that has gotten people very snappy very quickly.

So, content warning: I’m going to examine an art asset pack made by an artist using an AI package and post-processed. I’m going to talk about it agnostically, addressing the art asset pack as what it is, without delving into the question of whether or not it should exist.

Cool?

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Asset Brainstorm #10 — Back To Osum

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


Okay, this time it’s a simple one: This month, my goal, as a game maker, is to get Camp Osum into prototyping.

If you’re not familiar with Camp Osum, it’s a competitive draft horror game I originally made for Asylum Jam 2017. In this game, each player takes on the role of a camp counsellor roaming around the grounds, looking for things that build their place in the story, rousing the ghosts of the camp and hopefully not getting killed. Eventually, there’s only one player left, as the other players, now some of the ghosts, try to force that player into joining them, while they try and escape.

A big part of Camp Osum‘s life has been committing to boundaries on it; it was made for a jam, and the original draft up on Itch.Io is up there as it was at the end of the jam. I know that in my situation it’s very easy to work on things in private and keep things like prototypes and concepts hidden until they’re nice and polished in ways you, the audience can praise me for. That’s why, even though I think it looks terrible, and it was made in Word, like a lot of fast prototypes, you can go look at it.

Last year I spent a month working on the card face (while doing other stuff, because October is the end of the semester work-wise). This month, it’s time to pick the project up again and get it to the next stage, of being an operational prototype.

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Asset Brainstorm #9 — Moba Lanes

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


This time I don’t have art assets to look at. Reiner Knizier has said that when you work on games, you start with an aesthetic, a mechanic, or a device – and in this case I’ve been thinking about a device for some time. I’m not sure where I saw it, but I’ve been thinking about MOBA games for a long time. A long time ago, a friend of mine and I were toying with the idea of a management game about running an eSports team, and that meant spending time thinking about… well, MOBAs.

Anyway, here’s a diagram.

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Asset Brainstorm #8 — Tricked Out

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


A different approach this month. See, it’s Tricks month, and I realised last year that hey, it’s weird that I don’t really do much with trick taking considering the month. Plus, 2021 was the year I was reminded of a youthful fantasy about the idea of being a hot cool skateboarder boy, for some reason, even if I never had any means or plan on acting on it, and when I saw a skateboarding game being previewed on AwShux, I was seized with the realisation that it should be a trick-taking game.

And it wasn’t.

And that’s dumb.

Art by Betty Cheong

I’ve had the note on my list to try and make a skateboarding-themed trick-taker game at some point, and here in tricks month that’s what I’m going to try and do.

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Asset Brainstorm #7 — Graffiti Constructor (2?)

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


This month, as a brainstorm project, Fox wanted to know what I’d do with this toolkit available on Itch.io, by uh, Free Game Assets?

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Asset Brainstorm #6 — Pixbattlers

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


Let’s spin the wheel and find what shows up when I look at itch.io’s asset page. Ohoh, what’s this? Pixbattlers, they say?

For the purpose of this exercise, I’m using the pay-what-you-want asset Apolonia in all my examples.

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Asset Brainstorm #5 — Some Phantasy Robots

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


Wow this one was a story. How I got here isn’t important, what’s important is the assets, and what ideas they inspire. For this month, I grabbed Ansimuz’s Phantasy Tiny RPG Mobs Pack.

Disclosure! I haven’t bought this pack yet. These are made using the preview images from itch.io. The reason I haven’t bought this pack yet is because Ansimuz has a lot of assets available and I am considering buying up big blocks of packs. Since I don’t want to spend another dang week planning ahead about what I’ll purchase, I’ve grabbed this preview image to work with and hopefully it’s okay.

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Asset Brainstorm #4 — Casino Cards

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


I did spend a long time today – when I wrote this – picking out possible assets to buy for this project this month. I also thought about maybe just using art assets I knew I couldn’t buy because the point is the brainstorm, not the product. I looked at a lot of stuff today, and I tried very hard to come up with something that felt interesting

But I kept getting pulled towards a mechanical idea I’ve been thinking about.

This time, we’re going to look at an idea I’ve been toying with that wants to use, at least to start, ordinary playing cards.

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Asset Brainstorm #4 — Floating Islands

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


This month the asset I want to look at is Moon Tribe’s 2d floating island asset pack.

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Asset Brainstorm #3 — AuCrowne Expressions

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


It’s a new month and that means it’s time to look at this again with a sneaky secret oh hey what if this winds up being part of the actual project this month followup, eh?

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Asset Brainstorm #2 — Kenny Sci-Fi RTS

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


Still no, uh, still no catchier name than that huh?

Oh well.

This time, we’re looking at the endless well of wonderful stuff that is Kenney Assets, focusing on the ‘Sci-Fi RTS’ bundle.

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Asset Brainstorm #1 — Golems

I need a catchier name than that for this.

Okay, look, something I do, regularly, is go looking for game assets I can use. I am, as a designer, kind of aesthetically flexible. I don’t tend to design games with a vision of how they should look ahead of time. And what’s more, I tend to be resource-inspired. If I see a new mechanic, or an art asset or something, my natural desire is to creatively explore it, to say ‘hey, I’d use this for this.’

I’m also uh, cheap? Like I don’t like the idea of my games as these ongoing costs. I want to buy assets, address my needs for a design, and be done. That means instead of comissioning an artist, I’d really like to buy their existing art as art assets rather than hire an artist to make things. It’s funny, too, because if the artist designs a thing and just makes it look right, great, that’s their choice and decision and I don’t have to try and tell the artist how to make it more, I dunno, ‘fwoowshy’ or appropriate to my needs.

I’m an odd boy, I know.

This is something I’ve been planning on doing for a while! How long have I been waiting on doing this? Well, the first draft of this article, and that name, is from January.

2019.

I gotta shake off that awkwardness, and just do it, so here’s the plan. I’m going to show you an asset pack, and tell you what I think about it, and what kind of games I’d think of doing with it.

Okay, so here’s the asset I found when I went looking that I want to talk about: Golem Battler Pack for RPG games by Anvilsoft. The images here are obtained from there.

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