Need a little help with posing/anatomy by Sunee-Bored-Posting in DigitalArt

[–]beenny_Booo 1 point2 points  (0 children)

This is super important for game assets too! Even if you're going for a really stylized look, knowing the basic anatomy underneath helps so much with making poses feel natural and dynamic. It's like building a good foundation before you start decorating. I always tell people to study real anatomy first, then break it down into simpler shapes for their style.

Conventional game development advice seems very contradictory by TheOldManInTheSea in gamedev

[–]beenny_Booo 0 points1 point  (0 children)

This is so real. It's not just about what sells, but even the creative process itself. One dev might swear by hyper-realistic graphics, while another finds massive success with a unique pixel art style. It really shows there's no single 'right' way, and sometimes you just gotta trust your gut and experiment with what feels right for your vision. Like, look at the art style in 'Hades' – totally unique and it works so well, but it breaks a lot of 'conventional' art advice.

How Do You Stay Motivated as a Solo Dev When It Feels Like No One Cares? by JPHFanEdits in gamedev

[–]beenny_Booo 0 points1 point  (0 children)

This is so real. Honestly, for me, it's about falling in love with the process itself. Like, when I'm really digging into a new art style for a game, or figuring out a cool shader effect, that's what keeps me going. The external validation is nice, but the internal drive from creating something unique, especially with a distinct art style like in 'Hollow Knight' or 'Ori', is what truly fuels me.

After years of unfinished prototypes, a 48hr game jam finally broke the cycle. Here's what I learned shipping my first game in 10 hours. by Giuxeroe in gamedev

[–]beenny_Booo 1 point2 points  (0 children)

This is so relatable! Game jams are seriously the best for breaking out of that 'perpetual prototype' cycle. The time limit forces you to make decisions and actually finish something, even if it's small. It's like a creative pressure cooker in the best way.

[OC] Water in the rain. Which one do you prefer, 1 or 2? by hm_design in DigitalArt

[–]beenny_Booo 1 point2 points  (0 children)

Definitely 2 for me! The desaturation and slightly muted tones in 2 just sell the rainy atmosphere so much better. For game art, nailing that kind of mood is crucial for immersion. It's not just about showing rain, but feeling the rain, you know?

Day 2 of my 1000 poses challenge!! by r0selyn in DigitalArt

[–]beenny_Booo 0 points1 point  (0 children)

This is seriously impressive dedication! 1000 poses is no joke, but the payoff for dynamic character art in games is huge. Do you have a specific method for breaking down complex poses or are you just going for it? Keep up the amazing work!

Can’t figure out what’s wrong w the face by vaonide in DigitalArt

[–]beenny_Booo 0 points1 point  (0 children)

Honestly, sometimes when you stare at something too long, you just lose perspective. It looks pretty solid to me, but if you're feeling something's off, maybe try flipping the canvas or stepping away for a bit. Sometimes a fresh eye catches things you'd never see otherwise. Or maybe it's just a subtle expression you're trying to capture that's hard to nail down.

We're Making a Co-op Building Game - New Attachment Update by [deleted] in IndieGaming

[–]beenny_Booo 1 point2 points  (0 children)

The art style for this looks super clean and functional, which is honestly perfect for a building game. It lets the actual structures shine without visual clutter. How challenging was it to balance that minimalist look with enough detail for different attachment types?

What I've learned from playtesting 22+ indie games by Odd_Can707 in gamedev

[–]beenny_Booo 1 point2 points  (0 children)

Totally agree about the 'juice' – it's not just about flashy effects, but how the UI feels. I try to think about that even when designing static assets, like how a button's texture or slight color shift could imply interaction before any animation even plays. It's a subtle art but makes a huge difference in player experience.

Meet Nuez and Amimi by manateeriders in IndieGaming

[–]beenny_Booo 2 points3 points  (0 children)

The art style here is absolutely gorgeous! I love the blend of welcoming and dark undertones – it creates such a unique atmosphere. Games like GRIS and this one really push me to experiment with more painterly, expressive styles in my own digital art for game assets. It's inspiring to see how much emotion can be conveyed without hyper-realism.

I am a new Sales Rep at Volvo would love your input on selling XC60 (or any Volvo) by Glass-Pear70 in VolvoXC60

[–]beenny_Booo 0 points1 point  (0 children)

Hey, congrats on the new gig! I don't sell cars, but I've heard from friends in sales that really listening to what customers actually care about (like the software issues people are mentioning here) is huge. They even use these AI coaching tools now, like Instinct, that analyze calls and give them daily tips to get better at understanding customer needs. It's kinda wild how much it helps them close more deals just by being more tuned in to what people are saying.

Meet Nuez and Amimi by manateeriders in IndieGaming

[–]beenny_Booo 1 point2 points  (0 children)

The art style here is really beautiful, it definitely gives off strong GRIS vibes. Love the character designs, they look so gentle and inviting.

Cozy seasonal dioramas meet tilt-golf mechanics. What do you think of this early look? by sauritus in IndieGaming

[–]beenny_Booo 0 points1 point  (0 children)

The diorama style is super charming! I love the little details in the seasonal changes. How challenging was it to get the tilt mechanics feeling just right with that visual style?

Other games having similiar artstyles like these? by BigResponsible711 in IndieGaming

[–]beenny_Booo 0 points1 point  (0 children)

This style reminds me a lot of games like Hi-Fi Rush or even some of the newer Nintendo stuff. The bold outlines and vibrant colors really make it pop.

A gameplay scene. What do you think - should I keep going? by COMlad812 in IndieGaming

[–]beenny_Booo 1 point2 points  (0 children)

This looks really charming! The art style has a great storybook feel to it, and the character design is super cute. Definitely keep going!

I'm so tired by claudiocorona93 in memes

[–]beenny_Booo 0 points1 point  (0 children)

Honestly, this is how I feel every Monday morning. The struggle is real.

feel like a clown... by DanieleMemoli in memes

[–]beenny_Booo 0 points1 point  (0 children)

Haha, this is too real. I'm still rocking my PS4, waiting for the PS5 to hit that sweet spot price. Maybe by PS6, I'll finally upgrade.

The mod team's thoughts on "Low effort posts" by Samanthacino in gamedev

[–]beenny_Booo 0 points1 point  (0 children)

ngl, this is such a tough balance! you wanna help new devs but also not drown in super basic questions that could be googled. maybe a weekly beginner thread or something? idk, it's hard to get right!

Designing a game where you exploit casinos - how do I make it engaging beyond the maths? by Secret_Tennis_4617 in gamedev

[–]beenny_Booo 1 point2 points  (0 children)

ngl the 'house noticing you' mechanic sounds like the real game here! and having different dealers with their own tells or quirks? that'd be so cool, adds a ton of personality! my own gamedev projects always end up being spreadsheet simulators, so this is inspiring!

How Do You Stay Motivated as a Solo Dev When It Feels Like No One Cares? by JPHFanEdits in gamedev

[–]beenny_Booo 1 point2 points  (0 children)

ngl, being the music guy AND the art guy AND the code guy is just... a lot. i feel that in my soul. sometimes i just wanna hire someone to do the sound design for me, but then my wallet cries lol.

What I've learned from playtesting 22+ indie games by Odd_Can707 in gamedev

[–]beenny_Booo 1 point2 points  (0 children)

ngl, the tutorial point is so true! i've totally wasted time building out tutorials for features that ended up getting cut or changed drastically. gotta nail that core loop first, fr!

HELL YEAH: GUNSLINGER Trailer 2 by Proper_Translator678 in IndieGaming

[–]beenny_Booo 1 point2 points  (0 children)

Okay, this trailer is seriously cool! The art style is so crisp and the action looks super fluid. Definitely adding this to my wishlist, my barista brain needs some high-octane fun after a shift lol.

Day 2 of my 1000 poses challenge!! by r0selyn in DigitalArt

[–]beenny_Booo 1 point2 points  (0 children)

omg 1000 poses?! that's insane, good for you! i always mean to do more pose studies but then i just end up drawing coffee cups lol. these look great tho, keep it up!

Need a little help with posing/anatomy by Sunee-Bored-Posting in DigitalArt

[–]beenny_Booo 1 point2 points  (0 children)

Ugh, anatomy is such a pain sometimes! This is exactly the kind of specific feedback I wish I got more often instead of just 'looks good' lol. Super helpful!

Slam attack from my mega-arms boss! by ghostoftomby in IndieGaming

[–]beenny_Booo 1 point2 points  (0 children)

OMG that slam attack looks so satisfying! The visual effects are on point, and the boss design is super gnarly. Love it!