Aleksandr Shursha
Expert blog
By Aleksandr Shursha UPD: 5 min read

What to pay attention to when designing props?

Casual isometric scene with a children's table, chair, cubes, pyramid and pencils used as a SunStrike Studios test assignment
Art of the artist Sab Space

Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information.

Functionality

If we look at the reference, it might seem that the children’s table from LA REDOUTE INTERIEURS is one solid object except for the two drawers that divide it in half:

Reference photo of a LA REDOUTE INTERIEURS children's table with two front drawers in closed position

If you, however, look for references via the Google image search function, you’ll see that it is possible to find an image where this specific table or a similar model has the drawers pulled out:

Children's table reference shown with the two drawers pulled out to reveal storage compartments inside

It may seem like an unnecessary and uninteresting detail, but these types of elements are quite often animated and the technical artist might come back asking for additional information as to how this object works.

Of course, it’s pretty easy to fix:

Stylized 2D revision of the children's table prop with drawers redrawn as separate openable elements

Lighting

Most casual projects for the mobile market place the light at a 60 degrees angle to the horizon and the cube, representing the orthogonal area of the playing field.

Why is that? As we can see, at 45 degrees the lower and side planes will merge together, while at 90 degrees (light from above) all side planes will do the same. In relation to a single cube, light is usually placed in such a way so as to make sure that the two sides have a noticeable difference:

Three cube diagrams comparing 45, 60 and 90 degree key-light angles and how they read in mobile casual graphics

When we take a look at the test task, we can see that this rule is being followed, but that some of the elements were not done carefully:

  • The side and front planes of the tabletop and the legs of the chair blend together
  • The light on the pyramid and the cylinder from the set of cubes does not come neither from the left nor from the viewer
  • In some spots the surfaces that are facing down are not illuminated correctly (left legs of the chair).

These are small errors, however, they do a good job illustrating how to scrutinize objects plane by plane:

Annotated callouts highlighting incorrectly lit planes on the table, chair and cube props from the test work

It would also be useful to reduce the size of the occlusion where the objects are placed against each other on the lighted side:

Comparison of contact shadow occlusion before and after reducing it on the lit side of the props

When viewed in black and white the resulting work should look as follows:

Black and white tonal version of the corrected scene with cleanly separated values across each plane

Checking in Small Size

Very often large objects look fairly clean and easy to understand. On mobile, however, some details might disappear or look very weird to the audience. Here we can notice that the colors of the pyramid are hard to see and have blended together into a gray mass. The pencils have disappeared all together:

Same scene shrunk to mobile size showing the pyramid losing contrast and the pencils almost disappearing

By increasing the level of saturation, we can try to “pull” these elements back. Adding a little color to the ball will also make the picture look less “wilted”:

Saturation-corrected version of the scene at small size where the pyramid colors and pencils now read clearly

To check the images in small size, simply create a new window and reduce it in size:

Screenshot showing the artwork open in a small browser window used to verify mobile-size readability

Depth

Elements in casual games are usually designed to make the user want to touch them. This is why many of the collectable items look a little like the miniatures from the Kinder Surprise eggs:

Reference of small collectable casual game props styled like Kinder Surprise miniatures with chunky rounded forms

Unfortunately, a part of the space ends up being lost in the isometry, so local depth ends up being used to indicate volume instead:

Diagram explaining how local depth is layered onto isometric objects to recover lost spatial volume

It’s kind of like z-depth except for the fact that each of the large items has a depth of its own. As a rule, small objects do not have individual depth. Otherwise they end up looking more dimensional than the overall item and start “living a life of their own”.

The picture below to the left is the original. On the right the image has a local depth applied to it in multiply mode:

Side by side comparison of the original prop and the same prop with local depth applied in multiply mode

Translucent Objects

As a rule, materials with a strong translucence (plastic, fabric, straw, cheese, etc.) are illustrated differently than solid objects. They usually look more airy and lightweight than hard materials such as wood and building stone. Despite the fact that in real life such materials follow principles of light distribution (the thinner the shape and the closer to the surface through which the photons pass, the more visible the translucency), in casual graphics the objects are simply illuminated and saturated across the entire surface:

Casual style illustration of translucent yellow and blue props lit and saturated evenly across the entire surface

Here we can also see a standard casual technique: to avoid having to use dirty shades of yellow, the color scheme is taken into the orange range, leaving maximum saturation, and adjusting tone through the shade. The connection between light and dark blue works in the same manner.

This work was interesting to dissect. It would be also interesting to take a look at some more complex forms (this is exactly why there is a bee doll on the chair in this test work). It is also nice to see that a 3D model was made, which is a big plus. A little more attention and experience - and everything will be fine.

If you’d like a closer look at how our team approaches this kind of casual prop work end-to-end, see how we handle 2D game art outsourcing, game concept art and full mobile game art design for studios building for the mobile market.

Look for more test task reviews from us in the near future!

Frequently Asked Questions About Designing Props

+ Why does prop functionality matter in casual game art?

Props are not just decoration - many of them get animated. If a drawer, a door or a hinge is not designed with its mechanics in mind, the technical artist will come back asking how it actually works, and the asset will need to be reworked. Looking up real-world references and thinking through how the object opens, folds or moves saves a lot of time later.

+ What lighting angle works best for mobile casual games?

Most casual mobile projects place the key light at a 60 degrees angle to the horizon. At 45 degrees the lower and side planes merge, and at 90 degrees all side planes merge. A 60 degree angle keeps the two visible sides of every cube clearly different in tone, which is what makes the volume read at a glance.

+ How do you check if a prop reads well at small mobile size?

Open the artwork in a new window and shrink it down to the actual in-game size. Details that looked clean at full size often blend into a gray mass or disappear entirely on a phone screen. Pulling the saturation up and adding a touch of color to neutral elements helps the picture read again without losing the casual style.

+ What is local depth and why use it on collectable items?

In isometry a part of the spatial volume is lost, so casual artists fake it with local depth - a soft multiply shadow applied per large object. It works like z-depth but each big item carries its own depth pass. Small details are kept flat on purpose, otherwise they start to look more dimensional than the parent object and visually break away from it.

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