Sunday, August 29, 2010

Weekend Dump

Altered left hand for Phoenix humanoid enemy.
More mech designs
New legs for Phoenix critter enemy
C.o.K promo poster
I've had my first weekend where i haven't broken into some sort of panic attack or freaked out from uni work, must be the calm before the storm...
My job this weekend was to fix up Phoenix enemies, in particular the critter's legs, which needed to be changed to a more functional looking leg, and we decided to give the humanoid enemy asymmetrical hands.

I also began sketches of the earth saving faction's mech designs for Gordon M. The two waring factions are identified by the design of the mechs, there is the more industrial, robust, oil stained style of the 'Big Oil Company' faction, and the elegant, smooth, agile style of the 'Earth Saving' faction.

And finally i decided to give a little hand to the 'Call of Kebablu' team by creating a simple promo poster, perhaps it has become motivation, but its there for a laugh.

Friday, August 27, 2010

End of week art dump

A big steaming pile of it from the past 2-3 days.
- Mech concepts for Industry Project game: nothing set into concrete, but it was fun to think of new a bizarre weapons that mechs could wield.
- Environment concept for Phoenix game: Just a brain dump of what i imagined an abandoned facility on another planet would look like. It's a terrible painting, but it clears the old think tank.
- Enemy 'B' refining for Phoenix game: Don't know what version im up to, there's been a lot, but i'm super happy that this one is sticking so far, it has it's own originality to it (which also makes me happy).
Mech concepts 01
Mech concepts 02
Mech concepts 03
Mech silhouettes
Phoenix environment concept (early days still)
Phoenix Enemy 'B' leg and arm variations
Phoenix Enemy 'B' refinement

Oh and one for the personal folder. A little something i did when i was inundated with mechs and robots:

Thursday, August 26, 2010

Run 'n' Gun fun under the sun with a bun.

Helping out with concepts for Agent Princess. Check out the blogs of Dan, Paul and James to see the progress of their game. Also a 2.5 D game, with a different story, art style and gameplay, pretty neat from what i've seen so far. Will see if the team needs a glamour pose done for her when i have time.

Here's my Run 'n' Gun art dump so far:



Tune in later for more Phoenix progress.

Friday, August 20, 2010

In Soviet Russia, robot draw you.

Right, so this week has been a little more hectic, I've had to refine the shit out of Phoenix's second enemy, proving a little difficult to find the right look that Grant, Tyson and myself can agree on, but nevertheless a variety of robots have sprouted, and whatever isn't used in Phoenix is going into another game project, something that Gordon Moyes has dragged out of his back burner (weirdest thing i've said all week). Gordon is the tutor for the industry project, and the fellow that started Curious Bear Productions (primarily an independent iPhone game developer, check out 'Cluck It!' available at the iTunes App store.....way to advertise). Anyways i've been asked to do concepts for his game idea while he waits for a response or some kind of contact from the client the class was working for.

My current to do list by the end of the week:
-Finalize Phoenix enemy 'B'
-Create a range of concepts for Gordon (if only his surname was Freeman...)
-Help team "Run 'n' Gun" with a female agent concept.

And so far:

Finalized Enemy 'A'




I've also discovered bus ride doodling, emptying the think tank in the mornings has proven bloody nice, despite the mini audience i occasionally get during peak hour. ^_^ Irrelevant, but noteworthy (not really)

Enjoy your weekend hombres.

Saturday, August 14, 2010

Refine, refine, refine.

Loving refining the Phoenix enemies...I'm serious, no sarcasm intended. So far working out an original looking robot has proven challenging, refining limbs first, then moving to the body soon, i've also been playing around with different helmet designs when i get the chance. The feedback from the boys is great, i personally don't mind brutal honesty when it comes to concept design, the more the better...luckily for me it seems i'm on the right path in terms of what style Tyson is going for, and hopefully by the end of the week i'll have 'Enemy B' finalized for the modeling team.

Take at look, tell me what you think, go grab yourself a cold one, ponder a bit more, and come back at the end of the week for more pictures... *shrugs*
Heads.

Variety of body shapes.

Helmet wips
ver.1 limb designs
ver.2 arm refinement (active and inactive states)
ver.2 leg refinement (bent and standing)

Wednesday, August 11, 2010

What a cute lil bugger...

Here is the weakest little enemy of the three that will be in Tyson's game, for now named 'Phoenix'.
Here's the description:

Recon Class Synthetic.
So as far as design goes it needs to appear as it is a fast runner able to attack quickly, but also have a sense of fragility to its overall design.
It's attack will be melee but overall its health/durability is rather weak.
The critters will attack with smaller front facing needles/pincers.
These will have a mode where they can tuck into themselves and hang from the roof, if the player goes under them, they drop down onto the player.
Earlier experiments into making recon synthetics lead to the development of these enemies. After the project went rogue and self replication was achieved, these calculating synths' rapidly grew in numbers. They wait and hide in the shadows for unsuspecting prey. While being rather fragile in a one on one fight, they use their sheer numbers to overwhelm opponents. 


And here it is in stages of being inactive, to how it transforms as it becomes active.


Turnaround:

Monday, August 9, 2010

Phoenix concepts

A bunch of concepts for three different enemies of 'Phoenix'. It was a nice change to be able to create concepts that incorporate machinery/robots and organic parts together, another drawing skill to hone ^_^.
Tomorrow's game meeting should hopefully push the design docs into the still wet concrete, and get us into production mode with our official team members.


Don't disconnect your internet umbilical cord, you will be fed soon.

Thursday, August 5, 2010

'Grade A Nerf'

Games Project update

Looks like 'Level 5' games idea has become a passing fart, as there wasn't enough drive for it (among other things i can't remember right now). But good news is the Wednesday meeting allowed everyone to voice their opinions and figure out a plan that hopefully wouldn't get us burning on the last few weeks of the semester. So the go is that instead of 6 games, 4 games will be in production (subject to change), a metal slug-esque game, a metroid-esque game that has a Blame vibe to it, a snowballing game, and a text adventure. My job at the moment is to help out Tyson with his Metroidy enemy concepts, whilst juggling  Industry work with Gordon Moyes and a motion capture essay. Funsies.

By next Tuesday, design docs should be fairly finalized, and my life of leisure will cease to exist.

For a Friend's Facebook status that went AWOL

This final post description:
" Two nerf guns, a target, some bubblegum, a watermelon, a bottle of vodka, a general's cap, a pair of handcuffs, a pair of Doc Martens, aviators, infra-red goggles, a panther, a lasso, and a velociraptor, a giant ball pit, and a cape!"

...In which my creative flower grew into this:

A colour version in progress, since there has been a bit of uni stress taken off my shoulders....for now.