Making GAME ART: is this $14.9 stack worth it for Drawing & Painting?
If you’ve ever stared at a blank canvas, knowing you want to paint a character from a AAA title but freezing because you don’t know how to handle the IP, this is the specific bottleneck Toni Infante addresses. It’s not another “how to hold a brush” tutorial; it’s a masterclass in the mindset and workflow of professional game art. For $14.9, you’re not just buying images; you’re buying a behind-the-scenes look at how a working artist navigates the constraints of working with someone else’s intellectual property, from the initial concept to the final polished layer. If you’ve been stuck in the “I want to do game art but I’m afraid of the rules” loop, Making GAME ART offers the permission slip and the technical roadmap to finally start.
Quick answer
| Best for | Digital artists ready to move beyond fan art into professional game art workflows, specifically those interested in the Zelda TOTK process. |
| Skip if | You are a total beginner who still needs basic color theory 101, or you are looking for a software tutorial (this is about art direction and process, not Photoshop button-hitting). |
| Price | $14.9 |
| Format | 7 Hi-Res artworks, 4 videos, 3 tutorials, and layered PSDs. |
| One-line take | A rare, honest breakdown of the industry side of game art, paired with a full, step-by-step walkthrough of a major IP piece. |
What you’re actually buying
Most art bundles give you a finished image and a vague “here’s my process” PDF. This is different. The core value here is the Zelda: Tears of the Kingdom Walkthrough, which isn’t just a timelapse; it’s a fully written process that takes you from the first rough concepts to the final render. You get to see the decision-making points where an artist decides what to keep, what to cut, and how to respect the source material while making it your own. That is a skill you can’t learn from a generic “draw a hero” tutorial. (Making GAME ART)
Beyond the main walkthrough, the pack is dense with practical assets. You get 4 Layered Photoshop PSDs and 7 step-by-step high-resolution process files (ranging from 9 to 20 steps per piece). This means you can open the files, peel back the layers, and see exactly how the lighting was built, how the gradients were mapped, and how the final polish was applied. It’s like having a second pair of eyes on your own work, but for the pros. (Making GAME ART)
The content also covers the technical shortcuts that save hours. There’s a deep dive into using Gradient Maps to create multiple color options faster, which is a game-changer for workflow efficiency. Plus, you get a voice-over video on choosing color palettes and a specific “Arthack” for rendering roads and rivers—two elements that often trip up artists who are more comfortable with characters. At this price, you’re getting a complete toolkit for both the creative and the technical sides of the job. (Making GAME ART)
Why it’s on our radar
This product stands out because it bridges the gap between “hobbyist” and “professional” in a way most digital goods don’t. Toni Infante explicitly frames the content around working with someone else’s IPs, which is the single biggest hurdle for aspiring game artists. It’s not just about making it look good; it’s about understanding the professional constraints and approaches required when you’re not the original creator. That specific, industry-focused insight is rare in a $14.9 bundle. (Making GAME ART)
The mix of deliverables is also unusually robust. You aren’t just getting a video; you’re getting written tutorials, voice-over explanations, and high-res process files. This variety means you can learn by reading, watching, or dissecting the actual layers. For an artist who wants to understand why a piece works, not just how to replicate the strokes, this is a high-value resource. (Making GAME ART)
What actually matters
Before you buy, make sure you’re ready for a process-heavy learning experience. This isn’t a “copy this image” pack. The tutorials are described as “heavily condensed and clearly written,” which is great for busy creators, but it assumes you have a baseline of digital painting skills. If you’re still struggling with basic line weight or color harmony, this might feel like a step too far. (Making GAME ART)
Check the file formats. The pack includes PSDs and high-res process images, which is excellent for those using Photoshop. If you work exclusively in Procreate or Krita, you can still learn from the written processes and videos, but you won’t be able to open the layered files directly. The value is still there, just in a different form. (Making GAME ART)
Finally, look at the specific subjects. The artworks include pieces from Zelda: TotK, Final Fantasy XVI, God of War, and Assassin’s Creed. If you’re passionate about these specific aesthetics—detailed fantasy environments, cinematic lighting, and high-fidelity character design—this is a perfect match. If your style is more cartoonish or abstract, the techniques might not translate directly, though the workflow principles still apply. (Making GAME ART)
Mid-check
If you’re ready to see how a professional handles a major IP from concept to final, See current options.
FAQ
Is this just a video timelapse? No, it’s a hybrid pack. You get written tutorials, voice-over videos, timelapses, and layered PSDs. The written components are key because they explain the reasoning behind the brushstrokes, which a video can’t always convey. (Making GAME ART)
Do I need to be an expert to use this? You should be comfortable with basic digital painting. The content focuses on advanced workflow, IP handling, and specific techniques like gradient maps for color options. It’s designed to level up your existing skills, not teach you how to use a mouse. (Making GAME ART)
Can I use these techniques for my own IP? Absolutely. While the examples are from major franchises, the core lessons—how to structure a concept, how to manage color palettes, and how to build a professional process—are universal. The “game art” mindset applies to any stylized or narrative-driven digital painting. (Making GAME ART)
Bottom line
For $14.9, Making GAME ART is an exceptional value if you are serious about moving into professional game art. It gives you the rare insight into the industry side of the craft, paired with a fully dissected, high-res process of a major piece. If you’ve been stuck on how to approach fan art or commissioned work for existing IPs, this is the shortcut you need. Don’t just watch the timelapse; open the PSDs, read the process notes, and apply the workflow to your next project.