Thursday, September 30, 2010
Final Team Announcement
I've voted to work on the Gravity Shift game as I feel they received very positive feedback from the professionals and they have a creative concept. I suppose I will find out which team I will be on by the end of the class period. I feel like I can an asset to the team with my artistic skills.
Tuesday, September 28, 2010
Today is the day
Today we pitch our game to a panel of distinguished experts. I'm excited about our presentation and I am proud of the work that our team has put in. If our game does not get selected I still feel that it was a valuable experience for me to animate a flour sack. As for presenting the art style for the game here is a picture of several of the models I created in Maya for the game.
Thursday, September 23, 2010
Tuesday, September 21, 2010
New Jump Cycle
Forgot to update this before class, anyway I've created this jump cycle of a flour sack along with several other art assets for the game.
Wednesday, September 15, 2010
New and Improved Walk Cycle
So after meeting with my group Tuesday we came up with the cool idea of using a flour sack for our character. Its an old animation cliche from Disney used by the nine old men to show that simple shapes can convey emotion.
Here is the walk cycle.
I may want to add some more overlap on the character but for now I think it'll work. Gonna do a jump cycle next.
Here is the walk cycle.
I may want to add some more overlap on the character but for now I think it'll work. Gonna do a jump cycle next.
Monday, September 13, 2010
First Sprite Sheet
Today I sent out the first sprite sheet I've designed for our team. I created a basic walk cycle in Maya and used photoshop to combine all the images. Check it out below.
I used a basic humanoid character that I found for free on creativecrash.com, the rig was very unique compared to others I've used in that it had about 25 controls. I feel like this cycle will suffice for now, however I would love to give our character some more personality if our game is chosen in the future.
I used a basic humanoid character that I found for free on creativecrash.com, the rig was very unique compared to others I've used in that it had about 25 controls. I feel like this cycle will suffice for now, however I would love to give our character some more personality if our game is chosen in the future.
Wednesday, September 8, 2010
Machine Madness Team
I'm very pleased with the team that I've been assigned to. We have a couple weeks to develop a prototype for Machine Madness. This game concept was created by Colter Haycock, his original pitch is here.
What I liked about this game originally was its simplicity. Sometimes the most fun games simply involve solving puzzles with using a physics engine. A game like World of Goo is an excellent example.
What I liked about this game originally was its simplicity. Sometimes the most fun games simply involve solving puzzles with using a physics engine. A game like World of Goo is an excellent example.
My Original Game Pitch
Here is the pitch for my original game called Asteroid Destroyer. Unfortunately this game was not selected to move on and be developed into a prototype. The game was originally conceived to be a side scroller where the player controls a space ship struggling to survive in an intricate maze of colliding asteroids. See below for the original pitch.
Original Pitch
Original Pitch
Wednesday, September 1, 2010
Pitches
There are a few exciting pitches out there. Really can't wait to get started on all the art and animation for whatever team I end up on, that said more than likely my game won't get made however I really can't wait to just start collaborating with everyone.
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