I would recommend reading books and watching videos on general art and design fundamentals, especially light, colour, and proportions, and then make tons and tons of small practice artwork. Nothing too big or time consuming that you'd get attached to your mistakes, similar to doing a game jam.
EthanEddy
Creator of
Recent community posts
Hey everyone! I just saw the rankings come out and, since this was my first jam, I wanted to take this opportunity to collect and share some thoughts on my experience.
First of all, I was beyond impressed with the quality of the other submissions. My cousin and I took turns playing all of your games for hours while I was voting, and we had a blast doing it. I was especially impressed by the variety of enemies and mechanics many games had.
Secondly, I was beyond honoured to have my submission be voted 4th overall and 1st in Art & Visuals. The feedback I received was so positive and constructive that I feel I couldn't have chosen a better jam for my first venture into the space. Coming from a programming background, to see the work I've put into the visual arts pan out in a tangible way has been a major motivator for me to get into game development more seriously.
While I will continue to make many of my own assets in the future - as growing a well rounded workflow and skillset for myself is important to me - I recognize that I neglected the gameplay and player enjoyment a lot during this jam by focusing too heavily on asset development. In next month's jam, I hope to spend more time on completing development for the gameplay loop, and I'll be spending the time between then and now hammering out a more efficient workflow for the visuals and basic gameplay elements.
I look forward to competing and cooperating with you all in future jams,
Ethan
I started using Godot for a similar reason (I loved python and GDScript is similar in syntax and architecture). I've played around with it for about a year, mostly proof-of-concept stuff. For example, my last project before this was a procedural world generation system that segmented land into continents and then into faction territories. This was my first asset-centric project. Most of my other stuff is just toying around with computational problems.
Thanks, dude! I used Godot mostly because I'm most familiar with it and because I tend to prefer open-source software. The biggest con of Godot as a 3D engine - in my opinion - is that asset placement isn't very straightforward. For a game jam project like this, I think the prototyping benefits of GDScript outweighed the clunky 3D asset placement. I did see someone here on itch make a plugin that solves that, and I might consider buying that later. Otherwise, I was really happy with their 3D support and - especially with an open source project like Godot - the more people use it for a use-case, the better supported that use-case will be.