Gaming

8 jobs for gaming, each from the brief to a finished result, with the prompts, settings and rejected takes of real runs.

  • 8 lessons
  • Intermediate to Advanced
Coming soon Done

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Build a game UI kit ready for nine-slicing

Generate buttons, panels, frames and bars with no text and true transparency, then slice them so they stretch to any size and any language.

Intermediate
Film Done

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Make isometric tiles and buildings from sketches

Turn rough layout sketches into a matching set of isometric buildings, upgrades and ground tiles that share one projection, light and palette.

Intermediate
Film Done

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Turn a sketch into a finished prop, in 2D and 3D

Take a sketch of a game prop to a clean transparent render that follows every line, then to a textured 3D model under a triangle budget, compare two 3D models, check scale and maps, and export to an engine.

Intermediate
Film Done

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Build a character sheet and keep it consistent across scenes

Design one original character, derive a turnaround, an expression sheet and an outfit sheet from her, then place her in new scenes and next to a second character without her face, hair or clothes drifting.

Advanced
Film Done

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Make sprite sheets and eight-direction sprites

Turn a pixel character into engine-ready sheets, a four-direction walk, a sword attack cut from a video clip, and all eight facings from one image, snapped to a pixel grid and cut in code.

Advanced
Film Done

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Make a consistent icon set and item catalog

Produce a matching set of ability icons and a growing item catalog with tiers and chromas by approving one style anchor at full and small size, then generating every other cell from it, one job per line.

Advanced
Coming soon Done

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Take a character from concept to rigged, animated 3D

Turn an approved character image into a textured 3D mesh, auto-rig it with a humanoid skeleton, and check the walk and run clips before the engine.

Advanced
Film Done

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Cut a game trailer with score and sound

Plan a 21-second teaser as a shot list, animate approved key frames, score it first and cut to the hits with title cards set in code; then give a locked trailer cut a full soundtrack of score, timed foley and a hero effect, mixed to a target loudness.

Advanced
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