Autumn 2022 Art Challenge - First Person Shooter

Autumn 2022 Art Challenge - First Person Shooter

ZomBCool's picture

Welcome to the Autumn 2022 art challenge. First Person Shooter is this seasons genre.

The challenge and voting starts 1st September 2022.

Votes are tallied 1st October 2022.

Submit your entries anytime...

 

ANY art that hasn't already been submitted to OGA qualifies for the challenge!

 

Tag your submissions with both an "FPS" and "2022" tag to be in the running...

Post a link to your upload in this thread or in the Discord Art Challenge Submission channel:

https://discord.gg/eDvn4Ehs5D

The submission with the most favourites by 1st October 2022 wins!

 

Prizes include a shiny new OGA medal for participants and the winner.

Also, appear a cut above the rest on the OpenGameArt.org Discord server by gaining the following roles:

 

🥇 Art Boss (for the winner)

🥈 Art Contender (for all entrants)

 

Art used in the banner image:

https://opengameart.org/content/retro-fps

https://opengameart.org/content/monster-mutant-for-fps-game

https://opengameart.org/content/fps-weapon-sprites

 

The following is a guide on the art required to make a 3D texture based FPS in the same vein as classics like Doom etc. Good luck!

 

Game Design

2D/3D/2.5D first-person perspective.

Decide on a theme or setting for your game (military, sci-fi, horror, fantasy/medieval)

 

Textures

2D texture tiles that make up the environment (Floor, Ceiling, Walls, Steps/ladders, Platforms, Doors, Columns/room dividing elements).

Animated tiles e.g. Water/Fire hazards.

64x64px is a good tile size.

 

Heads-up display

Items held/collected (e.g. door keys), Player health/lives, Ammunition, Timer, Mini-map.

Player hit overlay e.g. screen flash, blood splatter.

 

Pick-ups

Ammunition, Health, Door Keys, Weapons, Extra lives, Armour.

 

Player Weapons

First-person perspective (Melee, Ranged).

Core animations: Fire/swing/stab.

Secondary animations: Reload, Idle.

Empty hands/fists for punching.

3D models of hands holding weapons are extremely useful as they can be rendered and used as 2D sprites.

 

Objects

Destructables e.g. explosive barrels.

Core animations: Idle/undamaged, damaged/exploded.

Secondary animations: Explosion/"on fire" effects.

Switches/buttons/door locks.

Core animations: On/off.

Secondary animations: Destroyed.

 

Enemy types

Enemies can be ranged or melee and usually carry weapons that mirror what the player has access to (e.g. pistol, shotgun)

Facing, Side on, Rear facing.

Core animations: Move, Fire/swing/stab/strike, Hit/hurt, Dead.

Secondary animations: Idle, Taunt.

Enemy projectiles e.g. fireballs.

 

Concept art

Cutscenes

Faux box/cartridge art.

Press kit (hi-res backgrounds, logos, cinematic screenshots, banner images).

For Itch.io game page images, check out this size guide:

https://starwest.itch.io/itch-page-image-templates

 

Music

It can be any style or genre, e.g., orchestral, electronic, chiptune, etc. Mood is important.

Type 1 main menus, levels, or credits scenes are passionate, rousing, self-assured, boisterous, or rowdy.

Type 2 main menus, levels, or credits scenes are aggressive, fiery, tense, anxious, intense, volatile, visceral.

Game Over is literate, poignant, wistful, bittersweet, autumnal, or brooding.

SFX

Player

Weapon fire/reload, Hit/hurt (e.g. heavy breathing, pain screams), Footsteps.

Enemies

Weapon fire, Hit/hurt, Taunt/Player spotted, Death.

Explosions, Door open/close, Item collected (e.g. health, ammo)

Also, menu select, e.g. button pushes, navigation.

 

Prime examples of the genre for inspiration:

Doom

Wolfenstein 3D

Catacomb 3-D

Heretic

Duke Nukem

Quake

Turok

Half-Life

Halo

Call of Duty

 

Here is a good fps game engine:

https://jessicochan.itch.io/easy-fps-editor-pro

 

Special thanks to Ragnar Random for his input:

https://opengameart.org/users/ragnar-random