Jeff Hangartner, the founder of the gaming start-up, Bulletproof Outlaws has been a professional developer of games over the last half a decade. Creator of Pixelation, the 1st Pixel Art Forum and also originator of the Pixel tutorials which have been published in the form of a book. Jeff has always been a pioneer of the gaming industry.
CG Today is proud to present Jeff’s exploration as he shares the whole process of creating a start-up right from day 1. With the belief that gaming development is coming back to its original “one programmer in the basement roots” idea, Bulletproof Outlaws is chronicling every step of its start-up process from strategies, to marketing, setting goals and outsourcing, successes and failures. The aim is to help other developers who have ideas but are intimidated by the whole start-up process and are not sure how to go about it.
You can visit his website Bulletproof Outlaws to know more about him or send an email to get connected.
So my workflow right now involves drawing and animating the art in Flash, then saving the frames out as .PNG files and reducing and trimming them in Photoshop. I’m using Flash because I’m predicting that the next devices that come out (iPad 2, iPhone 5, etc.) will increase their screen resolution just like the last generation did with the retina screens, so Flash’s vector art scales up to any size nicely compared to bitmaps.
As an artist though, I like drawing and animating in Photoshop more… I’m used to the layout and I like the tools in it. Drawing with vectors in Flash, I use the Brush tool because I can free-hand my art which is faster than drawing it point by point and messing with bezier curves… but the trade-off is that the lines come out less accurate. I may draw a squiggle shape, like the profile outline of a face, but it won’t come out exactly like I draw… there’ll be little smoothed curves and such as the math guesses “close” to what I want.