Saturday, July 31, 2010

Weekend Concept Dump

Without 3d level
With 3d Level

Elevator Tetris concept (super rough)

Modelling puzzle game concept.

Games Project round 2

So now second semester has finally begun, surprisingly a new game idea has risen and concepts are already being created, and unlike last semester, the whole class will become one team to build the game. It may possibly be hectic (hell, i'm sure of it), but none the less fun. Ideas were practically vomiting out last Wednesday, now we just have to crank out as much concepts as possible before next Wednesday to get final decisions set into the wet concrete. This weekend will be fuuuun.

In other news, Friday happened to be the submission date for anyone who wanted to put in artwork for the Griffith Animation Society's art exhibition. Only finding out a few days before the end of the week, i thought i might try to create something for it in 2 days. Here are the results (i couldn't decide on one, so i made 4 that i liked, differences in background, lips and eyes):
 And here are the initial sketches from Wednesday's brain storm. Hope to post more concepts over the weekend.
Stay frosty kids.

Sunday, July 11, 2010

JELLYFISH SURPRISE! now that i've got your attention...

Check out this animation created by Andy Copeland, John Grist, Luke Mathers and Francis Stanton, graduated animators of 2009 from Griffith University Queensland College of Art:

http://vimeo.com/13240351

Love it, support it, spam it until it floods the internet.

Saturday, July 10, 2010

Something to check out

http://www.bitmob.com/articles/10-artsy-fartsy-games-for-people-who-like-artsy-fartsy-things
A neat selection of artsy games to try out for yourself. Jealousy kicks in riiight about....now.

Friday, July 9, 2010

Skateboard art ideas

Something i hope i will be able to finish before the holidays cease to exist.
Progress from the past 2 days of being bored (including about 14hrs of Red Dead Redemption for brain rest time >_>):

Monday, July 5, 2010

Family Portraits

I've been working on this idea since the start of the year, i was able to complete the first two paintings before semester one of uni kicked in, and the third i finished a week ago. So its actually my family represented in their own chinese zodiac animals, mum and dad being the year of the dog and the rat respectively, and Tyler and myself being the year of the ox and the snake. If you're unfamiliar with the chinese zodiac stuff click here.
Here's the progress of the recently finished painting and the final product put together:
Note: unfortunately my luck seemed to had run out and i wasn't able to get the same canvas sizes of the dog and rat at the time, so the third canvas has double the length. >_<


Next Project: Skate Deck.

Sunday, July 4, 2010

Holiday Scrap cont.

Will be posting up my recent painting i've done from last weekend soon, the camera is just too far away right now to reach.

Thursday, June 24, 2010

Holiday Scraps

I will be trying to do more digital and traditional art over the semester break, so come back with a cold beer (or a cold orange juice if your young or don't like beer) and glance at the blog when you've got time.
It's ok, i'll wait here for you.

Thursday, June 17, 2010

Bullet: Post Mortem

What went right:
With the team spread out on different schedules we used web based technologies such as Pivotal Tracker, Google Wave, MSN, and even Team Fortress 2 to keep in touch, share ideas and get instant feedback.

Rapid pre-vis: Many of our ideas lived and died as scrawly 2d sketches, or as finger drawings on the circle table at 2am. This helped us to either pursue an idea further in Unity, add it to the Icebox for later, or dump the idea totally. Originally we had a more realistic environment that the bullet could explore in, but this proved too time consuming, which then lead us to the 3D 8Bit theme, created in layers in photoshop using our colour palette and created in Unity using our Qblock replica

The menu system was spawned in one of those 2am circle discussions, where we thought it would be cool to have an infinatly dropping menu. It ended up looking OK in the prototype so we ran with it.
Nic and Tyson did an amazing job coding the game, as what seemed like a never ending vomit of problems were eventually solved through many late nights

The final product has really given all of us a great sense of achievement, as the original pitch being "explode stuff & score big points" has still been the primary focus and we're glad it shows in the gameplay.

What went wrong:
Alot. You can find the details at
https://wave.google.com/wave/#restored:search:in%253Ainbox,restored:wave:googlewave.com!w%252BruXF0zufA

What we would do again and where to from now:

It was such an awesome experience that the learning process in making Bullet will help us in creating better games, whether it is to continue to improve the game we have or start with a new idea, and as far as next semester goes, we might be looking at big, better and more bad ass games before the end (and the course) is finished.

I think what we definitely will be doing again is trying to keep our time management consistent, I believe we did great for a team of three and we were able to reach deadlines fairly well. A well-oiled machine is better that a rusty one (O_o)

Wednesday, June 16, 2010

Achievement Unlocked: completed semester 1 of 3rd year.

So after a tough week of finishing up on CGI environments and Bullet, today has ended nicely with projects from both team and personal have been sent off to be scrutinized tomorrow.
After a quick post-mortem on the game, i think a well deserved coma is in need (not only for me, but for every person in 3rd Yr games design.

stay tuned to personal works ill be doing on the uni break.

CGI Environment Final Render (smaller size):