Create a Flash Game Mockup in Photoshop: “The Outlaws”

Create a Flash Game Mockup in Photoshop: “The Outlaws”
Create a Flash Game Mockup in Photoshop: “The Outlaws”

Learn how to create this mockup of a flash game title screen in Photoshop. You’ll learn how to draw the landscape, title, and each individual character.

Preview of Final Results

Create a Flash Game Mockup Photoshop Tutorial

Step 1 – Create a new image file

Open Photoshop and create a new image (Ctrl+N or File > New). Use your own settings. Fill the background with a light blue color (#addafd).


Step 2 – Adding the canyon layer

Create a new layer (C+Shift+N or Layer > New > Layer). Use the Pen tool (P) and make a canyon shape. Select it and fill it with dark brown (#1d0f00).


Step 3 – Adding depth to the canyon

Use the Pen tool and create random shapes on the canyon. These shapes are going to represent the highlights of the canyon. Select them and fill them with light brown (#261404).


Step 4 – Adding a glow to the background

Use the Brush tool (B) and select a basic brush with a soft edge. Select the background layer and draw a yellow (#ffbd30) spot behind the canyon.


Step 5 – Adding clouds

Create a new layer behind the canyon. Use the Pen tool to create some cloud shapes. Right click on the path then choose Make Selection. Fill the selection with white.


Set the opacity to about 32%.


Step 6 – Adding a sun

Create a new layer. Use the Pen tool to make a shape like the sun and its rays in the center of the image. Fill the shape with a pale yellow (#fbf496). Use the Brush tool and select a basic brush with a hard edge then paint the middle of the sun with a darker yellow (#f9e65a)


Step 7 – Adding cliffs

Use the Pen tool to make two shapes like the surface of two cliffs at the bottom of the image. These two shapes will be where the characters are going to be placed. Create a selection from the path (Right click on the path then choose Make Selection. Select the images and fill them with orange (#b76c0b). Use the Burn tool (O) around the corners to create some shadow and the Dodge tool (O) around the areas closer to the sun.


Create a selection of the two cliff surfaces. Create a new layer under the layer with the cliff surfaces. Expand the selection. (Select > Modify > Expand) the layer underneath by 3-4 pixels. Fill the section with black to create edges for the cliffs.


Create another layer under the layer with the cliff surfaces. Use the Pen tool to create shapes that would look like the body of the cliffs. Making sure each shape is closed off, fill each shape with a warm brown (#794602). Use the Burn tool to add shadows.


Step 8 – Adding the game title

Use the Type tool and write out the name of the game with the following settings:

  • Font face: Stencil
  • Color: #ee8a00

Rasterize the layer (right click on the layer then choose Rasterize). Use the Free Transform tool (Ctrl+T) on the title to create a different perspective.


Duplicate (Ctrl+J) the layer. Fill the bottom layer with black and move the black layer a few notches to the right. Set the Opacity to 60%.


Select the layer with the orange text and change the layer settings to the following:

  • Check “Inner Shadow”
  • Blend Mode: Multiply
  • Opacity: 75%
  • Angle: 137º; check “Use Global Light”
  • Distance: 5
  • Choke: 0
  • Size: 5

Create a new layer. Pick a basic brush with a hard edge. Select the text layer.


Fill the bottom of the text with white. Set the layer opacity to about 25%.


Step 9 – Setting complete

Save your image and start a new file for your characters.


Step 10 – Sketching the characters

Use a white piece of paper and a black pen or pencil to draw your characters. In this tutorial, I only drew three faces. To make your work easier, you could also draw their bodies. Scan the paper and drag the jpeg image into Photoshop. In this tutorial, I have named the characters: The Sheriff, Fat Thief, and Evil Thief.


Step 11 – Editing The Sheriff’s face

Create a new layer on top of the scanned version. Use the Pen tool and follow the lines in your sketch. You don’t have to trace everything at once. Once you have completed tracing, select the Brush tool. Change your brush tip to around 3-4 pixels and set the opacity to 100%. Use a thicker tip (5-7 pixels) for the eyebrows, and a thinner tip (2-3 pixels) for his wrinkles. Select the path that you traced and Stroke it (right click > Stroke Path > Brush).


Step 12 – Adding the Sheriff’s body

Follow Step 11 to draw the Sheriff’s body. If you had sketched it beforehand, this step would be easier. If you didn’t sketch it, just keep it simple. Make sure The Sheriff has a costume fitting his character (i.e. belt, jacket, boots, guns).


Step 13 – Adding the Sheriff’s badge

Click on the Custom Shape tool and select a shape of a star. Choose a yellow (#8b6d25) color and place the shape on the Sheriff.


Add some Texture (Layer palette > Bevel and Emboss > Texture) with the following settings:

  • Pattern: choose a cloth like texture
  • Scale: 1
  • Depth: +91
  • Check “Link with Layer”

Add a Drop Shadow (Layer palette > Drop Shadow) with the following settings:

  • Blend Mode: Multiply
  • Opacity: 75%
  • Angle: -49º; check “Use Global Light”
  • Distance: 5
  • Spread: 0
  • Size: 5
  • Check “Layer Knocks Out Drop Shadow”

Step 14 – Filling in the Sheriff’s face and hand

Create a new layer under the layer with the outline. Use the Fill tool and fill his face with cream (#f1d9b3).


Step 15 – Changing the outline for his Hat, Jacket and Boots

Since the jacket and boots are going to be black, you should make the outline gray. Select the outline of the jacket and boots. Use the Brush tool to paint over the outline with gray (#6b727b).


Step 16 – Filling in the rest of the Sheriff’s outfit

Select the layer under the layer of the outline again. Fill his boots, coat, and hat with black (#000000). Fill his pants and waistcoat with dark blue (#2b3d55). Fill his shirt with light gray (#998d8d). Fill the lining of his coat with dark gray (#6b727b).


Fill the belt with a warm brown (#af8142).

Place a star on top of it (refer to Step 13).


I didn’t draw guns in my sketch, so I’m adding them now. If you sketched them beforehand, this would be easier. Fill the holder with a dark brown (#4a1700). Fill the inner grip with a light brown (#4d2602). Fill the grip edge with gray (#89847b).


Step 17 – Creating depth

Dodge the end of the grip and holders to add light. Burn the curved areas and the tips to add shadows.


Dodge the Sheriff’s cheeks and chin to add light. Burn the back of his head and the creases to add shadows.


Dodge the sides of the Sheriff’s tummy and his thighs to add light. Burn the center of his stomach, along the buttons, and behind his legs to add shadows.


Step 18 – The Sheriff

Your first character, The Sheriff, is completed, and should look like this:


Step 19 – The Evil Thief

Refer to Step 11 to Stroke a Path for the Evil Thief’s face and body.


Step 20 – Filling in the Evil Thief

Create a new layer under the outline you just created. Fill his hair and steers with dark brown (#180e06). Fill the bandana with red (#610a17). Fill the strip around his hat with chocolate brown (#503619). Fill the rest of his hat with light brown (#e4ad6c). Fill his face and hands with cream (#ffdeba). Fill his boots with camel brown (#ce9857).


Fill his pants in with charcoal gray (#373329). Fill his shirt and belt buckle with gray (#8a7c6a). Fill the dynamite with mustard yellow (#df9d11). Fill his belt with brown (#8a400a).


Step 21 – Lighting the dynamite

Light the dynamites by setting your Color Balance as follows:

  • Color Levels: +79, 0, -70
  • Tone Balance: Midtones
  • Check “Preserve Luminosity”

Step 22 – Adding spark to the dynamite

Select the Brush tool and open the Brush palette. Draw yellow fire around the dynamite with the following settings:

  • Check “Scattering”
  • Scatter: 63%
  • Control: Off
  • Count: 1
  • Count Jitter: 0%
  • Control: Off

Step 23 – Adding depth to the character

Dodge areas of the hat, bandana, dynamites, and shirt to create light. Burn areas around the back of the hat and the edges of the bandana to create shadows.


Dodge the arch of his boots to create light. Burn the edges of his pants to create shadow.


Step 24 – The Evil Thief

Your second character, the Evil Thief, is completed and should look like this:


Step 25 – Starting the third character

Use the Pen tool to trace a path for this last character. Refer to Step 11 if you’re struggling.


Step 26 – Drawing the body

Draw the body, including his bandana, guns, belts, and boots. Don’t be afraid to exaggerate the character’s body dimensions.


Step 27 – Filling in the character with colors and adding depth

Create a new layer behind the layer with the outline. Fill in the hat with camel brown (#dfae6c). Fill in the sash around the hat and the gun grip with a chocolate brown (#653515). Fill in his face and hands with cream (#f3c196). Fill in his hair and facial hair with dark brown (#593c23). Fill in his lips and gums with dark pink (#d59982). Fill in his bandana with red (#a2070c). Fill in his shirt with light brown (#ce9856). Fill in his pants and belt buckle with purple (#87698d). Fill in his boots with khaki brown (#ce9856). Fill in his spurs, belt, and gun holder with brick brown (#5e2605). Fill in the metal part of the grip with gray (#89847b). Dodge and Burn parts of the body you think would be exposed to light and shadows.


Step 28 – The Fat Thief

Your third character, the Fat Thief, is completed and should look like this:


Step 29 – Adding Characters to the Setting

Drag each character onto the image you created in Steps 1-9.


Step 30 – Add shadows

Select the characters and create shadows for them.


Step 31 – Create buttons

Select the Rectangular Marquee tool and create 3 rectangles. Fill the rectangles with white and set the Opacity to approximately 20%.


Step 32 – Label the buttons

Use the Text tool and write on the buttons. In this example, I used: Play, Options, Help, and Scores. Add borders to the text by changing the Layer Style to the following settings:

  • Check “Stroke”
  • Size: 3
  • Position: Outside
  • Blend Mode: Normal
  • Opacity: 100
  • Fill Type: Color
  • Color: black

Step 33 – Color adjustment

Adjust the color (Adjustment Layers > Levels) with the following settings:

  • Channel: RGB
  • Input Levels: 10, 1,00, 245
  • Output Levels: 0, 255

Final Results

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