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Designers and artists face the challenge of balancing a game's content with enough action and entertainment to draw the eye of a passing gamer/mother, hoping their art will convince the customer that their game is worthy of purchasing. Some covers in this list opt for the grand and epic, choosing to dress up their game with a touch of artistic licence (just check out the Tetris cover in our selection). Others choose the exact opposite, going for clean, striking designs that pull in.
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The Cover Project > Home How to draw a video game cover

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The artwork that a video game arrives in potentially has the ability to change how that game is perceived, and every so often you come across a design that's just perfect for the game. I wanted to bring together some examples of my favourite video game cover artwork.

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The Cover Project > Home How to draw a video game cover

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Scanning over a group of game covers, it's easy to notice familiar trends. Bold men stand at the forefront, often with a weapon in their hands, coming toward the viewer mid-attack.
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Take a peek at what goes on behind the design of game box art.
A customer will face over 100 different games when walking into a GameStop.
There are more than 3,700 games currently on Steam and more than 6,200 on the PlayStation Network.
And behind each of these is a team wanting its game to stand out.
Often, that means spending tens, if not hundreds, of hours perfecting the first thing many players see: the game's box art.
Using four recognizable covers as examples, we recently tracked down artists, developers and publisher representatives to explain why individual covers look the way they do, how they come together and what different shapes they take before finally reaching customers.
Sunset Overdrive: From conceptualization to realization When Insomniac Games works with an external studio to create box art, it makes a list of how to draw a video game cover to describe the game.
Design studio ilovedust found "intensity" and "fun in the end times" on the list for Sunset Overdrive, Insomniac's 2014 Xbox exclusive.
Asked how to make cover art unique, Insomniac Creative Director Marcus Smith says there are two main factors the developer considers.
Ilovedust creates cover art that is right in line with Sunset Overdrive's over-the-top design.
Everything jumps off the page, from the onomatopoeia firing how to draw a video game cover the Article source gun, to the main character brandishing one of the game's insane weapons in the viewer's face.
One of Microsoft's art directors recommended the studio.
Though Insomniac had heard "safer" pitches from artists it knew, the team was impressed with the quality of ideas ilovedust offered.
Based in Portsmouth, England, ilovedust's client list includes Nike and UPS.
Before settling on a final design, ilovedust experimented with various approaches like this one seen here.
The process began with Insomniac, Microsoft and ilovedust speaking about individual ideas for Sunset's cover.
Insomniac wanted art that looked "kinetic," Smith says, and that showcased story elements.
Early drafts featured a "cut and paste" style, a direction present in for the game's 2013 announcement.
This style was supposed to allude to the mass marketing used by in-game corporation and antagonist, Fizzco.
But Insomniac wanted a cover that was more literal, so ilovedust changed the style to better reflect what a player could expect from gameplay.
The cover needed to convey that this new game was "clearly a very fun, dynamic and vibrant world," says ilovedust illustrator Chris Clancy.
The first iteration sent ilovedust in several different design directions.
The second iteration saw the two talking about the different directions and figuring out what worked.
From there, Insomniac was able to explain to ilovedust what needed to be changed, allowing them to return with directions "that were more defined.
One of the main areas of alteration was the featured character.
Smith explains it was difficult to find a proper style in a game how to draw a video game cover allows players to look however they want.
Another discarded design "His look is actually something we feel we had some input into, which is great," Munden says.
Give your creative partners the room to bring their point of view to the table," Smith says, explaining that the cover was made better when Insomniac allowed ilovedust more influence.
The cover exists now as Insomniac wanted.
It's kinetic, like a moment suspended in time.
The cover's intricate details are intriguing and invite players to be curious in Sunset's chaotic world.
The game is a violent experience that begins simply by looking at the cover art by painter and Gothenburg resident Niklas Åkerblad.
Awash with bright colors, the game's masked protagonist, Jacket, stands on the cover with an axe in one hand, a blood-splattered woman in the other, surrounded by suit-clad enemies.
Palm how to draw a video game cover decorate the distance and the viscera of a recently-deceased adversary litters the ground below.
Presumably, the cover shows the moments before the remaining foes meet a similar fate — the moments before Jacket presses X to retry.
When the team started thinking about cover art, it originally how to draw a video game cover to artists who had worked on B-grade horror films from the '70s.
When it couldn't find one they agreed upon, Åkerblad was there and offered to do the art himself.
After finding a draft that Dennaton was happy with, the cover took him about three days to do, painting digitally.
Hotline Miami juxtaposes vibrance with violence, coming at players with blinding colors, gratuitous gore and an electronic soundtrack with low-end you can feel in your chest.
Åkerblad worked to create his own version of Dennaton's world and found it easy to translate these themes by going off of what was present in the code.
The neon colors, white blazers freegametoplay even how Jacket holds the woman are all ways Åkerblad tried to capture Hotline Miami's 80s setting.
And the corpse at the bottom?
He believes the more extreme, the better.
He believes that giving the art honesty is more important than trying to "manipulate" what is going on in a consumer's mind.
He put a lot of thought into his cover for Hotline Miami and the message it carries.
He captures the game's mood and also sets the tone for a game that makes players think about violence by presenting them with nothing but.
Octodad: What goes where When Octodad: Dadliest Catch stumbled onto digital storefronts in January of 2014, it told the story of an unlikely protagonist: an octopus trying to maintain his disguise as a human being and live a normal man's life.
Chris Stallman, art lead for developer Young Horses, recently walked through his process of designing Octodad's cover art for Polygon: Young Horses started its design with this family group shot.
Is it an octopus family man with octopus children?
Does he have eight kids?
Are there eight dads?
By having Octodad with his family it communicates that this octopus man in a suit has a human family and, at least on the surface, they are happy.
Something that looked like a family portrait, I felt, was a good way to communicate that.
So I started by posing out the game more info in a staged family photo, took a screenshot, and put it into a document that was the correct dimensions for article source art.
Putting the logo in the center was working well.
So I decided to cheat a little and move him up higher.
He is actually floating off the ground, but it is cropped such that it isn't noticeable.
I also added a guide for the placement of the branding bar and the game rating so I could figure out final placement of the family and the logo.
A simple backdrop is boring so I looked around the house until I found a place that made sense to me, and that became the corner of the backyard.
So I captured an image that was large enough that it could also be used in a horizontal banner and dropped it in.
The final Octodad box art "To finish the image, I resized the background so that the tree and birdhouse would better frame the family.
I also wanted to keep Stacy's hair from overlapping the tree trunk so that her silhouette would read and not get lost.
The Octodad logo was moved up a bit because I didn't like it barely sitting on Octodad's head.
Finally, I added the Young Horses' logo in the bottom right corner to finish the image.
Stacy's hair had to overlay the tree trunk in a few of the banners, and the logo is sitting directly on Octodad's head in the square one.
But overall, I think things worked out pretty well.
Bold men stand at the forefront, often with a weapon in their hands, coming toward the viewer mid-attack.
Co-founder and chief creative officer at the New York-based design company Rokkan, Bae has designed cover art for games such as Dishonored and The Evil Within, as well as done work for companies like American Express.
He explained it is a developer who brings the artistic view for a cover and a publisher who brings the marketing view — two perspectives that often clash.
The job of an agency like Rokkan is to take the disparate ideas and mediate them down into one piece "that speaks to the strong key points everyone wants to communicate.
The other studio did nearly 60 sketches for the cover, none of which Bethesda and the developer, Arkane, were happy with.
Reaching a breaking point, Bethesda asked if anyone at Rokkan had gaming experience.
Being as Bae was the only one with a gaming background — he had formerly worked at the now-defunct developer Acclaim — he decided he would take on the project.
Knowing what Bethesda didn't want, he was able to go in a new direction.
When conceptualizing a game's cover, he explains that each publisher and developer is different in their requests.
Working on this particular project, Bae did using either pencil or paint.
The Montreal-based company Meduzarts handled all the high-resolution final artwork.
Rokkan had its hands on everything from the game's cover art and logo to the DLC key art.
Bae was also the creative director on the how to draw a video game cover official website and "The Tales From Dunwall" animated shorts.
When asked about any key features that make cover art stand out, Bae explained that people who harp on things looking too similar from box to box are a minority.
Gaming key art — and key art in general — stems from advertising," he goes on, citing movie posters as the closest parent to game cover art.
Bae's point is emphasized by BioShock Infinite.
When Irrational Games revealed the cover for Infinite in 2012, it was criticized for being generic, lacking the game's complicated themes.
It exclusively features the game's protagonist, Booker DeWitt with a shotgun thrown over his shoulder.
Looking at the cover alone, one may think that it's simply a standard shooter.
But, is that the point?
The cover was designed to attract the casual gamer, not "people who read IGN.
A zoomed-out look at the art featured on the Dishonored box "I think that there's this misconception when a consumer — or gamer — looks at a piece of key art or box front and they say 'Well, that doesn't look hard to do,'" Bae says.
When Bae was working on the cover for Dishonored, he had about five different options for what main character Corvo would be shown standing this web page before settling on the dismantled Tallboy; a detail that is cropped out of the retail cover for the game.
Bae explains that a lot of the features that become so prevalent in covers are influenced by current trends.
A popular game's cover may become the zeitgeist for how cover art will look that year.
Final drafts All of these artists — Bae, Åkerblad, Stallman and ilovedust — create pieces that are unique in their own ways.
But there are also countless edits put in by developers and publishers who want to make sure their game is going to appeal to as many players as possible.
He explains that this detailing is refining the vision of a game just as much as presenting it.
When so much of a game can be online before reaching retail shelves or digital storefronts, companies such as Microsoft believe it is as important as ever to present a game in as poignant of a way as possible.
Covers may be outsourced in an effort to "use artists who understand the sensibilities of that region beyond superficial stereotypes," Margis explains.
A lot lies behind video game cover art.
Numerous hands touch a piece, making sure what is captured on the page will effectively sell a game and its world.
And these covers often become the first statement on what a developer has created.



How to Draw Ghostface | Scream - YouTube How to draw a video game cover

fraia-kino.ru: How to Draw Video Game Characters: How to Draw The Characters & Environments of Video Games (Drawing Basics and Video Game Art) (9781543144017): Magical Creative: Books How to draw a video game cover

When you draw a video game character, you have to make sure you have time and patience to complete the tutorial from start to finish. Go along and see why artist around the world choose to go to Dragoart.com for all their learn how to draw needs.
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The creators of some video games use stock characters and scenery that resemble famous movie franchises. This alone likely doesn’t infringe the copyright of someone else’s work if the game’s character art and scenery are original creations developed by the game company.

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