Kenney on Assets, Creativity and the Future

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Kenney’s a prolific creator who’s made thousands of free game assets on Kenney.nl, and is also working on his own cosy game, MakeRoom

We asked Kenney to share his creative process, discuss how he manages to produce and distribute high-quality assets every week, and offer his insights on the future of game development for aspiring developers.

We’ve also had the privilege of teaming up with Kenney to work on creating the Desert Shooter Asset Bundle. You can download it starting now from the GameMaker Asset Bundles page or from Kenney’s.

Could you tell us a bit about yourself for readers who may not be familiar with your work? What inspired you?

I started creating game assets back in 2012. Back then, I still had a job creating Flash games, which were very popular. Over the years, I kept creating game assets until donations allowed me to spend all my time on them, quitting my other job(s).

I still occasionally work on games and software, but most of my time is spent on game assets. Nowadays, I do weekly releases, which require a lot of dedication.

Kenney - Dessert Shooter Asset Bundle

A sample of what’s possible with the Desert Shooter Asset Bundle that Kenney created for GameMaker.

I can imagine. We have a fairly robust process for monthly releases and cranking that up to weekly would be really challenging. Could you tell us about your creative process? With such an extensive catalogue, how do you decide what to work on next?

That’s a good question. Sometimes I end up asking the community for suggestions or ideas, especially when I’m halfway through creating an asset pack and still need suggestions for the rest. I also get requests from people looking for specific packs; however, sometimes they are too specific. I try to make game assets that work across multiple genres and themes wherever possible.

How do you know when an asset pack is 'done'?

It depends on the asset pack. Sometimes I want to include as much as possible but other times I’ve got a set number of assets in mind. I always try to include everything that I think would be useful for that set’s intended purpose. However other times (like the Mini-series of assets) I limit the amount of assets so it won’t overwhelm the user.

Kenney - Pixel art asset pack
Pixel art asset pack, by Kenney

Are there any tools in particular you like to use? How do you decide what assets to make next and what style to make them in?

Most of the tools I use aren’t very commonly used and certainly not industry standard, like MS Paint for pixel art! There are better tools available, but simple tools like these are the ones that have stuck with me over the years and that I can rely on. When people ask for advice on which tools to use, I usually recommend newer and open-source ones.

Usually, I come up with ideas for new assets myself, but I also listen to the community. I try to create assets that work across multiple genres; I think those are the best. Depending on the genre, I’ll also decide which style to use - for a 2D platformer, I’d go for pixel art, but for a racing game, I’d use 3D models, to give a few examples.

Do you have a favourite asset pack that you've created?

I’m personally really proud of the Input Prompts pack; it was a huge undertaking to design over 800 icons for all types of gamepads and input methods.

The research took a long time, as I had to look at many documents and games. I feel like it’s a really powerful asset pack that fits all games, and it’s just great to be able to release it as public domain content so anyone can use it.

Input Prompts asset pack, by Kenney
Input Prompts asset pack, by Kenney

What's your opinion on the landscape of game engines at the moment? A fair amount has changed in the last year.

There are a few game engines that continue to dominate the market, but I’ve also seen a huge rise in open-source engines. Many game engines are now more accessible than ever, with free versions available. I think this is a great development because it allows everyone to get into game development, and to try a few engines to see which one is the best fit for their ideas.

You're working on your own game, MakeRoom, has this experience influenced the way you create assets?

MakeRoom is a sandbox game I’m creating where players get to design rooms using a huge catalogue of furniture and objects. It’s a cosy game meant for relaxing, but it also features objectives for those looking for a bit more guidance. I think it’s always important to look beyond your role within game development; if you’re an artist, it can be really useful to know how your art and models will be used in a game. In that way, making games helps me create better game assets. If I know how they’ll be used, I can make it easier for developers to integrate my assets.

MakeRoom currently has a demo on Steam and will be released later this year!

MakeRoom, developed by Kenney
MakeRoom, developed by Kenney

Learn with Kenney sounds like a really exciting new venture! What was the inspiration behind it? Where can people go to find out more about it?

I felt there was a lack of videos that were truly engine agnostic - educational resources that work across all game engines, rather than being specifically tailored to just one. Learn with Kenney will feature bite-sized videos packed with tips and tricks covering a wide variety of subjects. The first one was just published, covering buttons and menus, and the next will be about level design!

Any advice for up and coming game artists?
Make sure to build a strong portfolio. Your portfolio is the best way to showcase your skills, so it’s important to include a variety of work. Quality over quantity is key though; don’t be afraid to discard older work that might not reflect your current skill level.

Also, of course I’m going to advise releasing (free) game assets. It can be a really good gateway to an exciting job, or even paid commissions.

Is there anything about the GameMaker or the GameMaker asset bundles you'd change?

I think the bundles are a fantastic resource for anyone using GameMaker, especially those who are just starting out. Wouldn’t change a thing and I hope many more bundles will get released in the future!

And that’s the interview. We’d like to, again, say thank you to Kenney for taking the time to chat with us and for creating the Desert Shooter Asset Bundle. Make sure you check out his website (Kenney.nl) for more assets! 

Until next time - Happy GameMaking!

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Written by Patrick Roche
Patrick Roche is an Associate Producer on Content at GameMaker. When he's not helping organise templates and bundles, he can be found amassing a growing Gundam model collection (despite knowing nothing about the show), playing online shooter games, and threatening to tell people about the lore of said games until they ask him politely yet firmly to stop.
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