![]() Once the player reaches the edge of the screen, the background moves to the next piece of the level. When working on a side-scroller or a platformer, we might create additional parts of a game background that are usually hidden beyond the edges of a screen. In this case, the task might additionally require us to apply specific layering to the background, or cut the various objects so that they could be later animated. ![]() So as you can see, it’s not only about creating a beautiful image but also about finding the right balance and take into account how the player interacts with the game, how their attention is spread across the UI, and the gameplay elements.Ī background can also be part of a gameplay or level design in case there’s animation involved. And at the same time, some parts of the background still need to catch the eye of the player. Usually, there is the whole art guide coming in together with the project brief, and containing both the guidelines and UI layout draft to make it easier for our art team to cross-check our background concepts against the in-game UI and make sure we won’t cover any vital parts of the interface.Īnother point of concern is to find the appropriate color balance and contrast that would emphasize the key components of the gameplay without dragging too much attention to the background part. ![]() Therefore, it’s good when we have a UI layout and can use it in our design draft. Working on the game background we usually need to take into account all those factors and make sure that our key eye-catchers won't cover the UI elements. When we look at casual mobile games, the backgrounds there achieve several key goals: setting the theme for the whole level, conveying the overall atmosphere and lore of the game, and serving as a foundation of the level design and user interface. Creating Video Game Backgrounds and Loading Screens
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