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Showing posts with label illustration. Show all posts
Showing posts with label illustration. Show all posts

Friday, August 5, 2016

AwfulJams 2016 - Grandfathered In

I did a game jam!  Specifically, we did a game jam; we being my old co-worker, Albert Peter, and my brother, John-Mark.  Albert did game design, writing, and art.  John-Mark was in charge of programming.  And I was in charge of character designs and sprites.

It was for AwfulJams 2016, a game jam run by some goons over at the Something Awful Forums.  It's a month long, and this year's theme was "Games for Grandpa."

Coming into it, we had this idea to do a visual-novel style game.  We had an idea of the theme, but it wasn't fully announced until the start date.  Very quickly we shifted from a single-encounter visual novel with 3D characters, to a 2D Long Live the Queen style game.

The story, written by Albert, was that the elderly were getting taken over by the militant-style Millenials, being forced to conform, or otherwise mysteriously disappearing.  We worked in several different endings, such as Grandpa successfully conforming by passing the Millenial's test at the end, Grandpa successfully not-conforming (but still passing the test at the end), and Grandpa escaping with a certain multi-platinum singer songwriter best friend.

Check it out here: https://floteam.itch.io/grandfathered-in

Before I get into a bit of a post mortem, here is the art that I had worked on:

I drew all of the character designs, did the coloring/shading, and inked all of the game sprites, except for the linework in base grandpa, grandma Muriel, and his grandson, Jason.  Albert did the linework for those.


Here are some of the pre-ink-and-color sketches.  You can see some alternate designs here.


And here are the original Grandpa Horace sketches I did, when I was exploring style.



Jacob's Post Mortem (after the jump; click Read More to view)



Saturday, May 7, 2016

Portrait of Brynmore "Mouse" Skweaken, the Deep Gnome


In my current D&D group, we're stuck in the Underdark.  To those who are uninitiated, it's just an underground world, with darkness-dwelling races, such as the deep gnomes.  My previous character, an English thug, didn't quite fit in this world.  So I've created this new guy, and had to create a portrait to go with it.

And frankly, I'm pretty proud of him.  I mean look at him, that's pretty awesome, right?  I don't do as much digital painting as I do animating, but I'm glad to see something really cool come out of it every so often.

Below is the original painting, before the parchment effects.  He's a slightly hairy deep gnome, and his thing is that he's whole-y plain.  He's not SUPPOSED to stand out in any dramatic way.  That's how he gets away with being a spy.


Thursday, June 13, 2013

Nassa Color Schemes

As I'm moving towards texturing my character, I painted up a bunch of options for color schemes.  I'm exploring the first two further.  While I really like the colors of the third and fifth, neither fit the character as well, and character comes first.


The next step was some variations on the chosen color.  The second one ended up being the favorite.


Friday, September 14, 2012

Zelda Fire Rod Redesign Concept

This project was to take an item from an old-school 16-bit game, and redesign it as a brand new concept.  I took 3 objects and came up with a number of silhouettes for each.  After one was chosen, I produced 12 value permutations of the object.  After that, it took one and fleshed it out in color and lighting.  I tried to focus on the function of the object in the design; the fire rod shot little fire balls to light lamps from a distance, for example.  In this version, I gave it a bit of a mechanic-y flare, and used the lighter-style perforated metal to drive the point home.


One of the points of the project was to use this sort of illustrative cel-shaded style, which I must say I was quite a fan of.  I'm sure I will be revisiting this coloring style in future personal projects, assuming I ever get the time to make another... 

Sunday, June 24, 2012

Elephental Disaster Beat Boards

I just discovered these old beat boards when organizing my files.  For old work, I'm still pretty happy about it.  Click the images to make them bigger, and check out more information here!







Thursday, March 15, 2012

Life Drawing Schmorgasboard

A collection of life drawings from the past 2 years in the UCF Visual Language program.  More to come!







Thursday, December 2, 2010

Effects in Kazu Kibuishi Style

The assignment was to choose another artist and draw, paint, or render an original image in their style. I chose Kazu Kibuishi, a comic artist, particularly the style of his Copper stories.  I used several elements from his various works, and created the image digitally.

The second step involved adding in effects using Maya and a compositing program.  I used Maya to generate the spore particle's random movements, and I used Autodesk Composite to add in the spores, the balloon's movement, and distortion on the smoke.  Both are shown below.


Monday, August 9, 2010

Elephental Disaster Character Designs

Here are my character sketches for Elephantal Disaster, the short film I am currently working on!  I tried to make the characters very different looking, as their motivations are similar.  I ended up focusing on a square, straight, strong build, then a triangle and circular lazy curvy build.