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Thursday, February 14, 2013

New Blog Link

This is the new blog where I'll be posting current and future progress
on this semesters Artwork & Animation. Enjoy!


Tuesday, February 12, 2013

Adv. Characters and Environments

Beginning of Evart
I began with the front pose of Evart and quickly got into color, and expressions trying to understand his character a bit more. His original sketches were a bit more bubbly, but i settled on this. He's a bit more realistic in proportions but I left his pants round and flowy.

Sketch Progress
At this point I've sketched everything and am trying to fill in the color and details. I left my sketches loose knowing I am going to paint over them and in Evart's case, make a cleaner line.

Finished Concept Evart/Edda


Here is the finished concept for both my main characters, Evart and Edda. Edda is a Naga creature, with human torso and arms with a serpentine tail and shoulders up.


Silhouette Lineup - Main characters
This is the start of my silhouette development. I knew I wanted a parental figure for Evart so I designed his grandmother. (4th from the left) He also has a twin sister. (3rd from the left) Edda, being a child for the time being needed something to contrast with of her own race. The last figure is an adult male naga. I will continue working to design the female part of the race and other human forms that might accompany Evart.

Water Vehicle Ideas
Since this is a class, I have to design a vehicle my characters can interact with. My thinking was that most of the adventure takes place underwater, so I designed a sub transport. It only has headlights, no special weapons. That feature I was thinking of at the time was speed. The vehicle can propel itself through the water at quick speeds. 

Vehicle Progress
Here I've done a perspective shot and began shading it. For the most part, it's a bubble sphere.

Beginning Environments - Underwater
The beginning of environments. My favorite part. I started with the underwater environments because it's something I haven't done before. I'm excited to paint them out and create a world for my characters.

With these first 3 I've depicted from left to right; 
1) a long shot of the beginning of a kelp forest and far in the background is the shadow or a Naga
2) a crafted cell to entrap any prey the Naga obtain (my thinking was that if they want them alive, they have special breathing masks to place on their hostages)
3) and last is an upward shot toward the surface as a couple Naga swim by.


Tuesday, January 29, 2013

UJAM

UJAM is a free Beta Program that allows you to sing, hum, whistle or make any sort of sound into your mic and convert it to any instrument you want. It allows for pitch editing and placing a selected beat to underlay your original recording.

Link to main page

This should help for making original compositions in everyone's film. It's easy and free for the time being. Hope you can make use of this new tool and hopefully it will remain free to use and eventually be a full use program once beta has ended.

Saturday, January 26, 2013

GLOBAL GAME JAM 2013 - "Border Hearts" Game Development


Start Menu Preview


Intro Cut Scene

Global Game Jam Experience:

Global Game Jam is a world wide event that takes place every January. Students and Game Developers will get together to create a game for 48 hours and submit them to be viewed on the Global Game Jam website.

This was my first year attending GGJ. It was a great experience. With the limitation of 48 hours it pushes everyone to work hard and stay up till the peak of dawn and sleep for less than 4 hours to get the job done. There is no material reward, just the fact that you pushed yourself through it and successfully or unsuccessfully made a game from concept to finished product.

When I first arrived we attended the opening "ceremony" and were given our game theme. A Heart Beat. This got me thinking and I eventually came with the idea of "Border Heartz".

 In the game you played a mole. He can't see but he wears a hardhat with a flash light taped to it so the player can see a small radius around the character. The layout of our levels was supposed to be an isometric top down view of a maze. Our mole will seek out the heart beat of the female mole who wanders around the tunnels.

Some challenges we aimed to place inside the game were the maze itself, and other moles that would seek out the female. We implemented nuts and grubs as speed boosts and increase in the light radius for the player to see. There were also insecticide droplets that would slow the character down and dim his light to prevent the player from seeing the walls and other harmful things that block his path.

We wanted it to be instant-kill if the mole ever encountered another mole, but we didn't get much farther than that.

Sad to say, our coder left us about half way through so we didn't get to finish the game. The assets and art were ready to be implemented, but we had no coder to make the game work in unity. So, in light of everything we learned that it's important to schedule yourself and make the effort to get as much done as you can, but maybe bring your own coder when you go to GGJ. They are slim to none as it is and if you can't find one, try to get yourself into a group that does, or ask around for help. Most people are nice enough to lend their knowledge in a program.

And there are teachers and game developers that attend this event. Work towards everyone's strong points and you'll do just fine.

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Concept Art

Hard Hat Poly-paint (Model by Davon Allen)

Hard Hat Poly-paint (Model by Davon Allen)

3D Model / Rigging









GAME OVER Screenshot