Wednesday, November 23, 2011

Post Honours

So my honours degree is finished. I had a chance to go to the third year games design showcase at the Brisbane Powerhouse. This year's screening was a lot bigger than last year, but nonetheless impressive with the games displayed, as well as the community engagement class's arcade machine's they built.

Since the final submission of the exegesis and studio work, my fellow honours students are now in the midst of establishing themselves as Well Placed Cactus. Although not working full time with them, I've agreed to help them out if they needed any extra art done.

As for the Android game Project Iridian, I'm still working on icons, buttons and logos in my spare time. Find out more about it here.

I'll still be posting as much artwork as I can here. So to say sayonara to the university world, here are the last bits of work that finalised Tolvaj.





Big love to my fellow honours friends:
Paul Stapelberg: http://paulstapelberg.com/

Sunday, October 2, 2011

Badger of Honour Splash screen

With about 4 hours to go until the end of the 48hr Game Challenge officially ends, the team and I are tightening up the graphics, refining assets and adding additional ones.
Can't wait to sleep.

Saturday, October 1, 2011

48Hr Game Challenge - Day 1

So it's finally begun! At last I am trying my hand at the 48hr game making challenge, held every year at The Block within QUT Kelvin Grove.
The key words this year are:
Key
Badger
Suit

Won't say much about the game that Well Placed Cactus are making (cause I'm naughty like that), but will show you the work I've been doing, and I'll let your mind wander ^_^










Friday, September 16, 2011

Tolvaj Teaser Art

Even though I'm showing my process here, it's probably considered a teaser for friends and such.
01

02

03

04
The team is quite fond of number 3, and for now it'll be used towards the end of year uni exhibit. More to come hopefully.

Thursday, September 15, 2011

Update 15/09/2011

After this morning's meeting, seems everyone quite likes the boss now, only a few adjustments here and there, but things are looking up in the practical work side of things.
New speed paint I did last night before bed, not much difference, but there's a slightly closer view than the last one.

Wednesday, September 14, 2011

High on Motivation

Creating normal maps gave me a huge shot of motivation, and I'm thriving off it. Thanks to Unity auto updating Psd files, it's been really awesome to see the instant changes while working on the textures and normal maps....very much enjoying seeing concepts coming to life.

Also had to adjust the menu look so that it conveys the right ambient mood, so far I've speed painted one version, but it's not so much of a priority as the textures and particles for the time being. If only time would slow down a little more, that would help a lot.

Front on Game Menu

Persp #1 Game Menu

From Concept...

...To model...

...To base textured...

...To bump mapped.

Monday, September 5, 2011

Update 5/09/2011

Another handful of ship concepts for the Android game side project, and a mock-up if the Honours project's menu layout. So much to do! And it's beginning to be fun to do again.



Sunday, August 28, 2011

Colour Schemes cont.










I'm also working on UI and concept art for an Android game that is being made by a fellow in the UK. He's a java programmer that is working on a space/mining management game that is nearing completion. Intended to release a free demo version sometime in September, and gives me something to do when I need to take my mind of things.



Sunday, August 21, 2011

Colour Schemes and Cacti

Just the very first proper colour tests for tonight. And since I registered myself with a team for this year's 48hr Game Making Competition, I'm working on a logo for the team of which we are Well Placed Cactus. Good to take my mind off more serious matters.









Thursday, August 18, 2011

Update 18/8/2011

After completing and sending off the model sheets of both hero and boss to the team's character modeller, I then assisted our animator, Paul, with producing concept animations for each character. This gives a direction to Paul in how he should act out each animation during motion capture sessions.

I'm currently working with our environmental modeller to ensure he understands how the team would like the battle arena to look like. By producing top-down maps, a variety of perspective views and aesthetic assets to place in to the scene, so far we've seen a near-perfect replication in 3D.














My job for this week is to produce a few more concepts of the environment with the characters placed as a scale comparison, experiment with the colour schemes of the environment and characters, check the UVs of one of our models and begin to texture, whilst experimenting in the Unity 3D engine to develop particle effects that will be used in the game. I will be looking out for any suitable art styles that fit our design brief.