Wednesday, March 31, 2010

Un-retarding and Updating

Yesterday i went back to the character 'Haiyu' cause i wasn't too happy with her face, so i changed the perspective of the eyes, cheek and lips, as well as redoing the skin, the last version wasn't too healthy. I've been buying more Imagine FX magazines, so i've been learning the tips on colouring skin and hair, as well as improving on speed paintings and so on.

Been helping Henrik and Delia on their 'Horse' game, its a side scrolling 8bit themed puzzle game, really awsome. So far i've created there horse sprites, will be doing 8bit happy land for their background once i get the dimensions. Check out there blogs to get a feel for what their working on:

http://dhamwoodprojects.blogspot.com/
http://vghpe.blogspot.com/

As for the personal work, i've completed my first vehicle concept (^_^). Didn't know i had it in me, considering that i focus more on characters and environment, and speaking of environment i'm almost done with my painting.

This weeks challenges are:
Environment keyword: Up in the air
Vehicle keyword: Hover
Challenge of the Week (or C.o.W as i shall now call it): 10 (640x480) B&W speed paintings in 5hrs

Here's the redo, the hovercraft, the WIP. (click to enlarge)





See you on the flip side, gangsters.

Monday, March 29, 2010

A Halping Hand

Lending a hand to do Blockets' character design and Islands' level designs. characters have just been scanned in, and a rough colour palette has been applied, hope to be able to shade soon. Meanwhile the islands have been quickly done to show the different features each island could have. Along with this week's personal project challenges ahead, and other assignments, i will try fitting in refining the characters and islands.

And now the pretties:



Friday, March 26, 2010

Week 1 of Personal Project

And so i begin to work on personal projects for the next 10 weeks. It's what i've been wanting to do for a long time but uni always came first. Now that its part of uni, ill get to show you, the blog readers my passion and hope to learn more skills everyday.

So this week, i've set myself some tasks:
  • Redesigning characters for James Cunningham's 'Blockets' prototype.
  • Design some island levels for Cameron Schilling's 'Islands' prototype.
  • Character design #1 'Heiyu': A rebellious female protagonist. I like to think she's just gotten out of jail, athletic and badass, with tattoos on her right arm that describe her dark, criminal life.
Here is the initial look i wanted. Turnarounds and action shots are next.

Tuesday, March 23, 2010

Achievement unlocked: Lived through prototype phase

Finishing up on small things and presenting Bullet tomorrow arvo. Had a couple of bumps in the road, but a good test for what is to come. One final concept just for good measure, and then to continue with the personal work along with other projects. Super happy on the gameplay of Bullet, at least its not poo.

Office Level Concept Art.

That's it for now! But keep checking in, next game project will most likely be double the team, triple the time to do it in, and quadruple the awesomeness.

Sunday, March 21, 2010

Check out these bad boys.

A last concept of the tangent idea of the Zeppelin game, as a possible farewell if the game isn't continued ^_^


In other news, another concept level for the Bullet game. I was going for a Casino look, as i would like to see a bullet smash through slot machines and have them explode and vomit money.

Friday, March 19, 2010

On a Slight Tangent

So in the middle of the week my team and i had an alternate idea to create a similar game to Bullet, accept you were in control of a zeppelin and had to destroy cities and fight against the rebelling citizens. Hasn't been thought through yet, but at the time i thought i may as well begin concept art in case we officially decide to continue with the idea. However Matt (course convenor) made a good point to finish what we intended to show next wednesday and if there was extra time after completing our bullet game prototype, then maybe able to continue creating a prototype zeppelin game. So as the 2nd idea is on hold, i had already created concept gameplay and zeppelin ships in one day. Might as well show what could have been.

Wednesday, March 17, 2010

.serutxeT, sleveL dna suneM

This morning i whipped up the demo textures for the two breakable items we will be using for our demo level. A vase and a bunny will be used to show the bullet impact effects with shattering pieces of glass as well as gibby goodness. Tyson has been working on the demo level aesthetics, while Nic has been refining the gameplay, and i will be continuing to develop concepts for our planned destructable papercraft menus, future levels for the full game and will be on call to assist Tyson and Nic up until the deadline.


Pretties Time!

Tuesday, March 16, 2010

Demoland

Example of what our prototype level will look like. The final will be more corridory.
Also throwing up more ideas on destructible menus made from papercraft.

note: centre ring of every breakable object will be red, not white. This is a points multiplier.

exhibit A and B:

No pics....atm.

So far there has been no criticism by Nic or Tyson. This is good. I've now been given the task of just continuing to experiment the designs of menus, mascots etc. Be a little crazy, Be a little stoopid.

Hopefully paintings and designs up by this arvo. Stay tuned, stay frosty.

Sunday, March 14, 2010

Mascotery and Menus

In the middle of developing a unique look for a Bullet mascot. Will have a final decision most likely tommorrow with Tyson and Nic. Meanwhile i was given the task to create a variety of menus on the weekend, hope the boys can give me some feedback. An awesome and simple menu is a good menu.

Will be trying to help out with modelling next, after the final decisions on concept have been made.

Friday, March 12, 2010

Replay

An example of a replay after each run. We were thinking of having the replay face the bullet, so that the player can observe what was hit and how many points were gained. Very much like the Burnout crash challenge replays.

sorry bout the gore, i couldn't think of anything to draw at the time besides an urn and a bonsai plant.

Meet the Breakables

a rough idea of what kind of theme we might be going for. This is some of the stuff i thought would be breakable options (besides the the cheeky bullet itself). These are just an examply of stuff found in, say, a kitchen level. Same applies to bathroom, bedroom, garden/outside area etc.

Just a thought...perhaps enemy bullets that fly the opposite direction and detuct point if you hit them?....hmmm, something to ponder about.

Thursday, March 11, 2010

WIP #1

Couldn't get much done today due to appointments and so forth, but a work in progress. Will be researching and testing out the colours i want to use whilst being mroe rough with my work.
Wont't be able to update the blog on the weekend, but will be sketching in old mate the art book and scanning them in sunday night.

Should have more up after tommorrow.

Wednesday, March 10, 2010

DAS ASS (ooh, you touch my tra la la...)

Prototyping! Glad to be making a prototype game of something I'm interested in. Working with Tyson and Nic on this one, already have ideas on themes, menus and game play. Concepting tomorrow onwards. Gonna be a good one.

BRAIN DUMP!
starting sequence: 3, 2, 1, GO! gun animation recoil (just clears clipping camera)
OR 'Bond Vision'....looking through the barrel for start animation.

Toki Doki/Kid Robot theme (bright colours, chibi with comedy)
Clay modelling texture.

Unity package 'Detonator'
picture frames fall off wall (bonus points)
Epic Reply (burnout fly through replay)
every object in room has points attached to it.
square watermelons

come back tomorrow.

Tuesday, March 9, 2010

Environments

Here are some of the rough concepts of environments the player  would be able to play through.

Bosses and enemies

Naming a few bosses and enemies that the main character will face accompanied by what attack they can execute. Some will only be found in particular levels.

Training shoes - kick

Singlets - strap punch

Business shirts - ram

High heels - spear

G-strings - whip

Rats/mice - scratch

Birds - peck

Bees - sting

                              Boss Battles
Lounge Room - Vacuum cleaner - dragging player into vacuum hose.

Outdoor Area - Dog - growls before biting.

Bedroom/Study Room - Sowing Machine - shoots sowing needles.

Laundry Room - Front Loader Washing Machine - temporarily blinds player with overflow of foam, sends out enemies, stomps.



should be able to sketch up some enemies and bosses along with the environment paintings.

Customising your beloved SP

Dressing up the player sock puppet will allow gamers to embrace their inner sock. Personalising is always a good way to get players comfortable with the main character, and an assortment of eyes, head gear, clothes, combat gear and other weird accessories will gradually be unlocked, either by achievement of killing over a number of a particular enemy/enemies, completing a mission, or perhaps locating a number of them in each level. Different types of socks will need to be unlocked or found in order for the player to change the sock type eg. ankle sock, super-fluffy winter sock, ninja sock or perhaps a stocking.

Weapons and fabric eating moths

A rough idea of what weapons could possibly be used by the sock puppet. These weapons will be proportioned bigger that the original character to add cuteness. So far i've just sketched out the basic weapons that everyone is familiar with, as well as the Shuriken and a household makeshift weapons of the simple flammable aerosol can and a lighter.

As most of the enemies will be clothes, the flammable aerosol can and lighter will be able to combat any fabric that will ignite such as cotton undies or nylon bike pants.
As an additional level up type of system, the weapons could be upgraded to ridiculous but effective destroyers-of-evil, eg. flaming shurikens, shotgun revolver or rocket launcher that shoots fabric eating moths.





In the upcoming episodes, customising your sock and environment scenes.

Friday, March 5, 2010

Game Idea #2

So here is my 2nd idea for a game, whilst the Nimbus concept is being refined...
 

No title for the game as of yet, but it includes sock puppets! You, the player, will be playing as your hand, not just your regular hand, but one with a sock puppet! Ready to save the Puppet Republic from extinction. Inspired by Little Big Planet, the world of the Puppet Republic will be created out of paper craft.
Whilst you and your sock puppet solve the mystery of how so many socks have been taken from their drawers, many enemies stand in your way!...time to do the laundry...

more concepts to come!

Thursday, March 4, 2010

WIP

First W.I.P for idea 1
 

So the base of my 1st idea is a colony hovering above Earth. As the planet is deteriorating, it has become unstable to have civilization, and cities were built to hang over earth and accommodate every county's population, Nimbus being the largest.

Ill explain more as the concept art gradually gets completed.

Ideas for Game Project

So I've got a couple of ideas for a game, so far both are promising, but i need to nut it out a little more. Had a talk with some of my fellow game designers and they agreed both ideas could run well.

Going to sketch up some of those mental images today and post them up...then I'll explain, visuals would explain what I'm on about.




come back in the arvo.