Monday, May 21, 2012

Another couple months, and yet another project. Skipping from one thing to the next. The top-down action game is on hold pending more people on the team and more importantly more skill from the people currently on it, myself included of course. Last night was a brief discussion that was basically about needing to work on something, anything, regardless of how complete it gets or if we attempt to publish it. After a few concepts we decided on doing a 2D side-scrolling submarine game. In this game, the player will move the submarine to avoid large rocks on the ocean bed and depth charges being dropped by enemy destroyers above, while also firing torpedoes to destroy enemy subs blocking the path.

A day of work on my part has yielded some decent results. I have a concept down for a general idea of what the game may look like, and also a playable version of just the scrolling background and submarine movement, teaching myself to use Javascript to do so :)

We'll first of course be trying to make this for PC/web but if we like it we will definitely try to publish it onto the Android marketplace aka "Google Play" now.


Unfortunately I can't figure out how to link the web player demo onto here so the concept will suffice for now.

Friday, March 2, 2012

Back to Work

Man, 3 months since my last entry! Winter Break, Skyrim, Shogun 2, Bastion... lots of time-killing going on. I did manage to teach myself some more about web design though, and became more acquainted with creating sites solely through code with HTML and CSS, even learned the Joomla content management system and made a test template for it!

Soon I'll have to put up an entry on web design stuff, but for now... it's back to work with 3ds Max and Photoshop, and also now... Unity 3D! I've mustered together a couple friends to work on a super-duper top-secret eyes-only videogame. As its stands its just me for asset modeling and texturing so I'll have my hands full with stuff to practice on now. So far I've made some "Stone Ruines" set pieces, was pretty fun. Got a couple different size walls with damaged versions, archways, bridges, columns, pedestals, decals... the works.
Stone Ruins Assets in Unity 3D


We're still working on the proof of concept stage so we're figuring out an art style but I've become quite fond of the "Cutout" filter in Photoshop. It's almost like a cartoony posterization.

Cutout Filter Before > After
Aside from modeling, the texture work has gotten me reacquainted with the clone stamp tool and the healing brush, for making seamless/tiled textures. I must have done this to 10 images last night but here's one that stands out the most.

Seam Removal Example

Just today I decided to try my hand at concept art for the first time ever. Put some light logic skills that hadn't seen daylight in a while to work. Here's the result, some ideas for health pickups (yea, some of the colors don't go together, was just throwing in variation).
Health Pickup Concepts
So hopefully now that I'll be in max and Photoshop quite often from now on, I'll get around to finishing some other higher-quality models and eventually putting them up here. But at least I'll have stuff to start posting on here again.