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Create free accountall right is everybody ready for some artwork let's go we're gonna add a background we've already created when you have all the assets you need just go ahead and add them don't don't redo them I used to do that I always felt like I needed to be pure and redo stuff that's a dumb idea so here's our background I'm gonna just add this in here look how pretty that is already guys so we're gonna blur that background to about this see that so we've got this now what we're gonna go ahead and do is we're gonna create a image man on his knees oh that's not good to Google we're gonna get a silhouette of a man proposing just so we can get an idea of scale here so what I'd like to do is just bring in images from Google actually not Google I use eco Zia I'm one of those weird people who doesn't like Google so here's our man on his knees to get an idea of some scale okay okay the next thing we're gonna do is we're gonna have this but we're gonna it's not really a but guys this isn't gonna look really weird and it's intentional I'm not gonna sit
here and pretend it's not but there's this bouncy ball or this bouncy thing in the game we're gonna draw it I am unashamed of drawing giant butts okay we're gonna we're gonna get our grass brush here just do this dip did you do oh yes Thomas very nice got some grass the drawings the pink soles the typer very good tom there we go that's that's the color we want nice and shiny and red there's a jelly boss here it is let's drag him in and use him as a reference this is what we're gonna be drawing so the way it's gonna look is we're gonna have to like this we're gonna we're gonna bring in some serious shine ability it's not a but it's a monster but it looks like a button we're gonna do a close-up of his hand grazing this fleshy thingy and then we're gonna zoom out we're gonna show him on top and he's gonna be smiling at the player he's a little big isn't he this grass is a little bit too big here we go we take of
this a circle and we take it this color is fill it in my mother effer see that convert that to a smart object yes and we one of a few of them because we only want them for consistency I don't actually think they they don't make this any more creepy and we're trying to go for those creepy vibes and for some reason pimples they're not creepy they're just gross but they're not creepy smooth clean flesh that's what creeps me out all we're doing is lip service that's what these pimples are we're just saying hey it looks like the monster um is there anything we can add in the background to make this a little bit more relevant ooh we got some bushes we could put the background see this look you put one here and here look see see how the scene is sort of creating this oval shape and then you just drag them down to the behind the grass look at that now Thomas says that doesn't match well the reason why is you got to blend a little
bit just a tiny little blur see that look at that Wow very nice again the pimples are just lip service we're trying to match what it looks like when you interact with it in the actual game now guys what this is is this is the boss of the game this is gonna impress you all watch this okay so the light is coming from this direction so if we wanted to create a but like slice flip that and then on this side it's a shadow merge them together set them to overlay and you have yourself a nice crack well that's a huh okay let's do this there we go you wanted to follow the edge there and then just select make a selection select scale mask invert hey looking good that inner shadow is a problem now in addition the shine is causing a problem as well I like that a lot better this looks great you want to achieve some of that moody evening light
watch this create some shadows don't be afraid to make shadows my friends merge these layers together and then on top of them you create a reflection of what's in front or what's behind of it shadows occur shadows occur in three to one chateaus placed and let's just draw some more over here don't worry guys when you when you have blur at your disposal things can look kind of crappy see you look pretty sweet and why don't we just add a little bit of a darkness here you want a contrast between that yellow and that green very nice yes I like it a lot very nice I like it a lot very NIT there very nice now guys that looks a little too happy doesn't it everything's too happy right now we don't want things to be happy so what do we do well we bring in mist and we bring in darkness and shadow so let's do this let's add a shadow on this here just sort of separate the foreground and actually just while I'm at it let's just make this black see how we're creating some
like some almost rainbow effects of black and yellow and green blur that now one of the big problems is you also want this to sort of blend into it a little bit more so notice how we're getting things to look a little bit dark a little bit more moody that is my forte isn't it we can get rid of these pimps we don't want any those pimps okay let's add some mist because guys notice how there's not a clear distinction between this grass and the bushes and we'll also give it a little bit more white zero out the motion blur so that it's sort of going across the screen see that look at that and I think we have room now to add a little bit more darkness to this foreground because we've we've gone so dark in the mid-ground we could probably choke it out a little bit here there we go see I told you we have a little bit more room for some darkness here and I'm not done with the but shape yet we're gonna actually do something pretty cool to make it look a little bit more 3d hey let's add a spooky tree to the background you guys want to do that yeah this grass is too big do you guys see how much color was sucked out just
because we removed that yellow let's do it one more time we're gonna add in that yellow that vibrancy but we got to remember this is a pretty big object and what that grass was doing the previous grass that we just deleted it made it look like a small object so we're gonna make it look like a bigger object by doing this there we go look at that now it looks like a pretty big object it's crazy how just removing one color can suck the life out of a picture guys we're trying to increase and enhance that creepy vibe this is supposed to be one of the creepiest in the game all we want to do is duplicate all these trees in here just like this see how we're framing in the shot we're making it sort of sort of round and point to the center object I love things in the center of a scene it's one of my favorite things to do pine trees here pine trees there and notice how we're having some confliction here in here all you got to do with that is pretend that there's mist good and then mist at the top look at that and then one final thing is scaling down just a bit because it's a little too big
bring these over here look at that and then we're gonna do a blur um save it and then watch guys want to learn something cool one of the spookiest things out there is when a storm is coming in one of the ways to achieve a the appearance of a storm rolling in is to gradient down from the top or from the side like that that looks cool and then let's add a little pulse of light to the right not done yet guys overlay good that you like that spooky vibe I do we're almost done with this stupid foreground grass it's it's causing me some problems and I don't know why I've got some issues here does it need to be black is that the problem Tom no no we're not gonna make it black that actually feels pretty good right there do we need to add some yellow to that background grass maybe we could get the color and still have this effect this this effective elements getting darker yeah so this looks great let's merge all this down look at that guys we're adding some
creepiness just by adding some moss up here at the top notice how it comes down on the edges so we're creating an iris effect there we go Thomas wins again then we're gonna add dr. smile a creepy doctor sitting on top of this round fleshy thing okay we forgot about the dead trees can we add it to the foreground maybe see how it looks a little bit creepier guys watch this we're gonna gosh and blur it because remember they're in the foreground there we go something like this and let's duplicate like four or five of them on top of each other because we have some opacity issues right there actually it's a little too much in it I think I'm ok with it when something's really sharp and blurry it actually sort of fades out a little bit so that's why we're gonna add a little bit of that fade there see that it's a doctor smile to the scene here and we're gonna open up the soundtrack to this game we're gonna listen to it while we work how's
that sound so guys this is a soundtrack to once upon a coma and this was written by myself save it and yeah we need some storm clouds up there so watch this here's what we're gonna do and this is also gonna add some texture to the areas that are feeling a little bit more flat and then you're just gonna do a pulse of darkness coming down just like that we're gonna do a motion blur first y'all can tell I like motion blurs yeah and then we're gonna do a Gaussian blur about to just trust me we're gonna add doctor smile I promise man those tree twigs are tree twigs those twigs are causing some problems so far everything looks pretty good here nothing crazy this it's the twigs man we're getting rid of them twigs are bothering me I'm okay with the way it looks now we can add some of that texture in the background though so let's do that guys we're just adding some slight depth here nothing crazy there we go now we can add in doctor smile the interesting thing about doctor
smile is where'd he actually have art of him so I feel like we could probably bring him in at least his face let's just draw him his cloak is gonna be hanging down and his head will be in the center but his body will sort of be coming towards to the left here a lot of inspiration from Bram Stoker's Dracula I just realized that that's probably where the inspiration came from for this character we're gonna get a general shape of his head it's gonna be a white face we need him to be able to be like sort of scratching something into the surface that's the goal here hmm let's draw his arms really quick cuz I'm having trouble seeing this yeah I think I think the arms need to dictate everything honestly so let's see here let's draw his hand too once you get the general shape down and you can go in and smooth and add details and stuff never had details when you're unsure oh good he's kind of got an angled face huh
it's just add a little tiny nose mainly for me I'm trying to figure out where his face is always think of something that can make your piece of artwork be really unique something that not just anyone could do and so in my case I like to make my character's finger super long it's a general idea of what we want this to look like we're gonna clean that up significantly his head's too big let's take this arm yes make it thin and we're gonna use our gut here and delete that we're gonna have it come down like this yeah give us a depth sweet [Music] and that's gonna go behind it yeah it's almost like we're seeing his back oh that's weird-looking man I like it all right guys this was fun thanks for joining me if you want to watch this
live stream again whenever you want head on over to the brush club which is just patreon and support on patreon it would mean a lot to me and you can watch this video in a private playlist I'll also be uploading some videos tonight thanks again guys this was fun
This technical walkthrough details the digital art production process for Once Upon a Coma, an indie game developed in the Unity engine. The primary objective is to demonstrate the creation of a moody, atmospheric boss encounter scene using Adobe Photoshop. The developer emphasizes a workflow centered on iterative design, utilizing layers, smart objects, and various blur techniques to establish depth, scale, and a consistent aesthetic tone.
The methodology focuses on environmental storytelling through visual composition. Key techniques include using silhouettes for scale reference, employing Gaussian and motion blurs to create atmospheric depth, and manipulating lighting through shadow overlays to enhance the scene's "creepy" aesthetic. The developer highlights the importance of color theory, noting how removing specific vibrant colors can significantly alter the mood of a scene, and how framing elements—such as trees and mist—can guide the player’s focus toward central objects.
A significant portion of the process involves the design of a primary antagonist, "Doctor Smile." The character design process prioritizes unique, unsettling features, such as elongated fingers and an angled face, drawing thematic inspiration from classic horror literature. The developer stresses the importance of avoiding excessive detail until the general shape and composition are finalized. By integrating these visual assets with a custom-composed soundtrack, the developer aims to build a cohesive, immersive experience that balances technical efficiency with artistic intent. The session concludes by reinforcing the value of iterative refinement, where elements like foreground grass and background textures are adjusted repeatedly to ensure they contribute to the intended atmospheric tension rather than distracting from the focal point.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
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