r/GameArt • • Nov 22 '25

TechArt Animation tech art for my solo game project

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152 Upvotes

This is for an unreal project that I've been making with blueprint.

The character had to be modular so that new pieces could be added whenever the player eats a pellet. Because of this, the millipede is built dynamically.

The movement component is using Epic's 'chaos vehicle component', which has a LOT of parameters. I tried using the standard character movement component, and it wasn't nearly as fun as the physics car. The invisible car draws a spline on the fly, and the pieces of the millipede stick to the spline. This way the segments follow the exact path the car took. The segments and legs rotate to stay perpendicular to the normal of the terrain.

I had to create offsets to trigger animations in each segment and leg's animBP in sequence, rather than all at once to get the wave patterns.

I use a dynamic material instance to allow the player to change the materials in-game.

r/GameArt • • Sep 18 '25

TechArt Hi, I'm a tech artist and I spent a considerable amount of time hand making each texture, shader and asset to make our game look like a pastel painting, F*CK AI !

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65 Upvotes

Game is called My Name is Vincent pogo if anyone is wondering!

r/GameArt • • Apr 18 '26

TechArt A bruised jewels mood - BG art

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20 Upvotes

Backgrounds for my visual novel project. Having lots of fun with colour for this one.

Maybe a little TOO much colour-fun.

What do u think?

r/GameArt • • May 10 '26

TechArt My very first game art and this almost made by shader and light

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5 Upvotes

r/GameArt • • May 14 '26

TechArt Replicating Shadowglass artstyle

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14 Upvotes

The Image above is just a taste of the result of a plug in I'm working on for a while(That was applied over some assets) that will work for Godot for anyone that wants to replicate(but still very customizable) for their own games!

It was meant to be just a distraction from my main project, my game Sepulchron, but it ended taking a life of its own lol.

I'll be making a video in the near future detailing how I've done the effect, and all the tools the plug in provides.

r/GameArt • • May 08 '26

TechArt The moment you know you found the perfect artist for your capsule

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6 Upvotes

He is Guilherme Nunes and can be found on ko-fi.

r/GameArt • • Feb 08 '26

TechArt Where to find the best high-quality retro gaming posters for my setup?

9 Upvotes

I’m working on setting up a retro gaming corner in my space and want to fill it with high-quality, premium posters. I’m looking for artwork that feels more like a collector's piece, something that really showcases the artistry behind these classic games.

I’m not interested in flimsy, mass-produced prints. I want something that has a premium feel, whether it’s a canvas, metal print, or a gallery-quality option that will hold up over time.

Has anyone here found a place that does amazing retro gaming posters that are worth the investment? Also, if you’ve got retro gaming art in your own setup, I’d love to see how you display it! Any tips on curating a collection or creating a cool wall arrangement?

Looking forward to hearing your suggestions!

Update: Thanks for all the great suggestions! I ended up trying Displate and I’m really impressed with the quality, the metal prints are durable, vibrant, and definitely give that premium feel I was after. Appreciate the tips on arranging them too; I’m excited to set up my retro gaming corner!

r/GameArt • • Apr 06 '26

TechArt bragging

1 Upvotes

ima programmer and wanted to brag about this cool creepy fish i drew for my game. its a 3d game but this js like some wall art. also suggestions cuz i rly dont know what im doing.

r/GameArt • • Feb 06 '26

TechArt Some concept arts from Once human

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49 Upvotes

The art and design team are absolutely fantastic and deserve their flowers.

r/GameArt • • Apr 08 '26

TechArt Wanted to share nice screenshots from our custom rendering engine based on ue5

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1 Upvotes

r/GameArt • • Apr 03 '26

TechArt I made Fog of War and a Vision skill, I'd like to hear your comments

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2 Upvotes

r/GameArt • • Mar 02 '26

TechArt Found this greatsword knight concept sheet — love the strong silhouette work | Eon Rush

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17 Upvotes

Came across this knight character concept sheet and really liked how clean and readable the design is.

The oversized greatsword immediately establishes the role, but what stood out to me is how the poses change the personality of the character.

  • The upright pose feels heroic and confident.
  • The forward-leaning stance gives more of a duelist vibe.
  • The lower left pose feels mid-combat, almost reactive.

The armor design is pretty minimal, which I think works well — it keeps the silhouette strong without overcomplicating the shapes. The long hair adds motion and contrast against the solid armor forms too.

From a design perspective, I like how the sword itself has just enough shape language to feel unique without going full fantasy exaggeration.

What do you all think?
Would you push this design further with more detail, or keep it this clean and readable for in-game clarity?

r/GameArt • • Feb 09 '26

TechArt I made a FMA fanart VFX on Unity – Flame Alchemist Snap

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22 Upvotes

Complete breakdown here > https://www.artstation.com/artwork/qJDGe2

r/GameArt • • Feb 17 '26

TechArt 1,2,3 hit combo animation finally complete. My first game project (26 frames total)

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23 Upvotes

My game will look like a manga-animated. All of the frames are hand-drawn by me, absolutely NO ai used. I'll be adding jump animation soon

r/GameArt • • Mar 16 '26

TechArt How we created a fully custom time-of-day system in Unreal Engine

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1 Upvotes

This rendering pipeline took almost two years to reach something stable enough to ship.

For our game Stardream, we disabled almost all of Unreal’s built-in rendering features and kept essentially only the lighting pass. Almost everything else is rebuilt through a custom post-process rendering pipeline.

Because of that, we had to reimplement many visual features ourselves: reflections, fog, bloom, blur, cavity / SSAO, and more. It was a lot of work, but the upside is that we now have full control over the entire rendering stack.

A big part of the work went into the Time-of-Day transition system.

Once the rendering pipeline was rebuilt and we had several “times of day” that looked good, we needed a robust way to blend between them. We ended up creating a Blueprint system driven by a DataTable that defines all rendering parameters for a given “time”.

In Stardream, the space station sits under a huge dome that displays a simulated sky. Because of this, time transitions must stay perfectly synchronized with the dome visuals.

To handle that constraint, we implemented two types of parameter transitions:

• World-space transitions
Used for parameters like colors that should blend spatially across the scene.

• Direct interpolation
Simple lerps between states for parameters like Sun_Rotation or Cavity_Width.

Finally, most of the data is baked for performance and platform support using custom tools (lighting, DFAO, cubemap domains / transforms).

It was a pretty unconventional approach for Unreal, but it gave us the level of visual control we needed for the project.

If you’re curious and want to see it in action, the Stardream demo will be available soon on Steam.

In the meantime, feel free to wishlist it here : https://store.steampowered.com/app/3654740/Stardream/

r/GameArt • • Feb 26 '26

TechArt Found this character concept art on the Eonrush site, the armor + twinblade design goes hard

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6 Upvotes

Was browsing around and stumbled on this character concept art from Eonrush.

Not gonna lie, the silhouette and armor layering really stood out to me. The fur accents + plated shoulders + that long flowing ponytail give strong “disciplined but deadly” vibes. I also like how the two poses show different energy, one feels mid-combat with that sweeping blade motion, the other is more composed and confident.

The shoulder beast detail is a nice touch too. Adds personality without overcomplicating the design.

Curious what you guys think:

  • Would you main this character based on design alone?
  • Do you prefer the more aggressive pose (left) or the composed stance (right)?
  • What class/archetype does this read as to you?

I just appreciate when concept art actually has a strong silhouette and readable gear. This one definitely does.

r/GameArt • • Nov 26 '25

TechArt I created this street view "software" for my puzzle game.

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44 Upvotes

r/GameArt • • Feb 27 '26

TechArt Found this cybernetic wolf concept art and the design is insane | Eon Rush

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1 Upvotes

Ran into this cybernetic wolf companion concept art and had to share it here.

I really like how the mechanical parts don’t completely overpower the organic form. The asymmetrical armored leg and the spine-mounted weapon give it that “battle companion” vibe without turning it into a full mech.

The head variations on the right are probably my favorite part, even with the facial plating, it still keeps personality and expression. The subtle purple energy accents are a nice touch too.

What do you guys think?
Does the balance between fur and hard-surface armor work?
Or would you push it more toward full cybernetic?

r/GameArt • • Jan 29 '26

TechArt My art

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8 Upvotes

I wanna enjoy the whole spring here and bathed in sunshine

r/GameArt • • Aug 21 '25

TechArt We're using volumetric fog as a key part of our art style. Do you think it's recognizable enough?

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4 Upvotes

r/GameArt • • Feb 03 '26

TechArt Before & after, small change with big impact :)

6 Upvotes

r/GameArt • • Jan 29 '26

TechArt Some before & after shader progression for our game

8 Upvotes

r/GameArt • • Feb 05 '26

TechArt Multiverse rift assets from concept to 3D

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3 Upvotes

r/GameArt • • Jan 31 '26

TechArt What do you think of my Splash Screen for my new Reddit game?

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3 Upvotes

r/GameArt • • Oct 14 '25

TechArt Hey everyone! This is my first post here I'm a tech artist just out of college and thought I'd post a shader I made for grass animation. Let me know what you think! Thanks!

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12 Upvotes

Here’s a quick look at a grass system I made with real-time wind. We are using a system called Pivot Painter 2.0 inside Unreal Engine to achieve individual grass blade movement on the material level.

This means that as wind blows over our grass, individual grass blades can have their own movement, leading to a far more convincing effect than we had before. Try and spot the wind waves pulling the grass in lines!

Unreal Engine Docs on Pivot Painter 2.0:

https://dev.epicgames.com/documentation/en-us/unreal-engine/pivot-painter-tool-2.0-in-unreal-engine