For the third part of my final I took a character I lie from the show RWBY, drew her in illustrator, brought her into photosho, then colored her. The hair itself took over an hour and was really hard to figure out how to make it look good, but i'm really happy with how Yang turned out. The main thing i would like to improve is her eyes. I am really bad at making eyes and i think hers could look better if a learned how do make eyes properly.
Wednesday, December 11, 2013
Tuesday, December 10, 2013
Final pt. 2
For the second part of my final I reworked my old title screen and gave it some substantial animation. At one point, I tried to make the clouds move at different speeds from eachother to give a good sense of perspective. I spent a few hours on this before i realized that doing so would make it incredibly difficult to match up the cloud animations to loop flawlessly. It was possible, but it would require my gif to e over a minute long which simply wasnt something I wanted to do. So i kept the clouds moving on one layer and worked to make them into a seamless gif. It was difficult and I wasnt able to make it completely seamless. As such it isnt too difficult to find the seams at which i made the cloud image into a loop. I also took a really abstract way around making the elephant blink which involved deleting the eyes from the picture and replacing them with other moving objects on the layer behind it. I really liked the way this whole project came out and i spent a lot of time and effort on this.
Afternote. I dont know what is going on with this GIF. When viewed from the blog, the framerate is halved and it looks like it is being recorded with a shaky camera. The actual GIF does not look this bad
Afternote. I dont know what is going on with this GIF. When viewed from the blog, the framerate is halved and it looks like it is being recorded with a shaky camera. The actual GIF does not look this bad
Monday, December 9, 2013
Final pt. 1
For the first part of my final I did a pixel art recolor of Irelia from League of Legends. A lot of other people were doing something similar and it seemed really fun and interesting. I learned some new useful things in using photoshop during this project and im really happy with how she turned out.
Monday, December 2, 2013
WK:12 Upgrade project
Instead of upgrading any of my projects, I chose instead to just create a new pixel art building because i was very unsatisfied with my first pixel art projects. I found a reference pixel art and based my project on it. The hardest part for me was creating the windows. It just took me a long time to wrap my head around how to give the windows good dimension on both angles of the building. After looking at more references with isometric buildings, I figured out how to give the depth of the windowsill. I'm pretty happy with how it all came together
Thursday, November 21, 2013
WK13: revamped project concept phase
For my next project, I don't think I'm going to upgrade an old project, but rather just make a new one. I'm going to try making a proper pixel art building as some sort of weapon shop for my game. It will most likely be an Isometric perspective and just be a rectangular building with a flat roof and some details.
Monday, November 18, 2013
WK11: Revamp final phase
I wanted to redo my boulder prop in maya and make it as a 3D model. I had some trouble gettind a real jagged surface to my rock so i had to settle for a less realistic jagged sphere which i used modified Blinn substances on to make look like a rock. When put under lighting, I think it looks really good. I would further improve this by making it less spherical and giving it an unnatural lopsided shape to closer resemble a rock.
Thursday, November 14, 2013
WK12: project revamp concept
I'm gonna be reworking my prop project and either recreate my boulder in Maya using objects and blinn substances, or I will just make a new prop in maya with the same techniques
Tuesday, November 12, 2013
WK12: maze retexture
the main additions i had were changing the texture of my walls to a blinn substance of a concrete wall. I also added some paint textures to three of the walls at the entrance of the maze. one had blood stains, one had vines, and one has ink splotches
Thursday, November 7, 2013
WK:11 texture concept phase
I really love bastion for the incredible art and environment. there was always something great going on on screen even if it was just looking at the beautiful textures on the environment or the backdrop behind you. the colors really make the game alive and the refreshing new scenery makes the game a joy even to just watch
Thursday, October 31, 2013
WK10 maze texture
My maze is set in an eerie hospital so its textures are all pretty normal. the ceiling texture is just white ceiling tiles. the walls will be cement like grey wall. and the floor will be dirty black and white checkered floor tiles. there will occasionally be the use of a creepy steel door
Tuesday, October 29, 2013
WK:09 maze hallway textures final
I had a lot of fun making this eerie hospital hallway. The story is pretty vague in that you have some sort of accident and are rushed to the hospital in an ambulance, but when you wake up in the hospital it is deserted and you have to discover what has happened and where you are. I made the hospital to not look like a real horror movie or anything, but just slightly creepy to give a more subtle sense of terror to the player and give the feeling that something just isnt quite right
Thursday, October 24, 2013
WK09 maze concept phase
So as it turns out, mazes are a lot more difficult than i expected. While i could have done an easier version of a maze, i liked the idea of a maze fully taking up a rectangular room so i endeavored to make the more classical style maze. I underestimated the difficulty of it and ran out of time before i could finish it. I do know how the maze will finish and I think it will be great when finished
Tuesday, October 22, 2013
WK08 final phase
I had some trouble finding a good building to use for the middle of the serengeti desert, but after some help from Eric Buttleman, I got the idea to use a sort of raggedy wodden shack as part of a scene prop in my game.
Thursday, October 17, 2013
WK07 prop art final
I had originally just added color and shading to the first assignment earlier in the week because i was really into it and didnt want to stop working on it. I am pretty happy with the way that i dispersed the random shading of different colors to give more of a jagged and rocky feel to the rock. I think i can do a better job of diffusing the sharp lines where the shadows and highlights start and stop.
My game takes place in the middle of the Serengeti desert so there arent really any buildings to speak of. the only structures i can really think of are natural things like bridges caves and hills. I think it would be really cool if i managed to make it work where enemies would walk on paths both under and across the bridge
My game takes place in the middle of the Serengeti desert so there arent really any buildings to speak of. the only structures i can really think of are natural things like bridges caves and hills. I think it would be really cool if i managed to make it work where enemies would walk on paths both under and across the bridge
Tuesday, October 15, 2013
WK07 research phase
My game is going to be using a lot of cartoony pixel art so i decided to make the boulder very pixelated and cartoony. I was bored and had extra time so i gave it a color scheme. I tried to give the boulder a jagged texture with the colors being very sporadic
Thursday, October 10, 2013
WK06 final logo
I had some problems working with illustrator do i kindof had to brute force my way through. I originally was just going to make the one elephant on the left but i decided to mirror it and give a level of symmetry to the logo. I'm pretty pleased with how it turned out, but I could have made the letters more cartoony.
Thursday, October 3, 2013
Tuesday, October 1, 2013
Thursday, September 26, 2013
WK05 title screen concept phase
For my title page, i used two pictures to create the background and midground. The background was a nice picture of the serengeti desert and for the midground i stole an elephant from a picture of an elephant herd to stand looking at the camera. For animation, i plan on adding some sort of wind making the tree sway and leaves flutter. The elephant will move his trunk back and forth, flick his ears a bit, and occasionally blink.
Tuesday, September 24, 2013
WK04 mood board final phase
I liked the general desert oasis feel to my colour palettes so i just changed the colors slightly to better reflect the african plains feel. I also touched up the color rectangles by making them all uniform size and giving an outling
Thursday, September 19, 2013
Tuesday, September 17, 2013
Ellie TD concept

The game will be about Ellie the Elephant as she tries to protect her herd from waves of threatening predators and various other enemies. the gameplay will be a top down tower defense game with wide lanes for enemies to travel down, purchasable soldiers to fight off enemies, and a controllable avatar.
The main character will be Ellie an Elephant matriarch. the story will be about her drive to protect her herd. she will be playable as an avatar and have individual controls to help fight off enemies. Her sprites will be top down during the gameplay but story panels will include graphics of her standing up.
The tower defense gameplay will feature wide lanes so that multiple enemies could enter abreast of eachother. enemies will come in waves of various sizes. the player will have to fight off 5 waves in a row before being able to buy more troops. this is to keep more immersion and keep the player focused on controlling Ellie and fighting off waves as her.Every 5 waves, the player will be able to purchase a variety of animal soldiers that will be placed outside of the lanes and help the player fight off enemies. soldiers will have different strengths and powers. an elephant will spray water at enemies and push them back a large distance. another elephant will hurl boulders at enemies dealing area of effect damage. birds will drop coconuts onto enemies stunning them for a brief time. cobras will be able to be place in the lanes as mines. if an enemy steps on a cobra, they will be poisoned and slowed for along duration.
Wednesday, September 11, 2013
I drew inspiration by asking my friend if she had any ideas for a game. She aptly cried "make a game about elephants!". This got me thinking about a game that centers around a matriarch elephant "Ellie" defending her child and her herd from angry predators.
I started with two concepts as to how I would flesh out this game. The first concept is a 2d action fighter game. The layout I imagined was a flat battleground in which you directly control Ellie and have a variety of attacks and freedom to move back and forth. In the center of the battleground would be Ellie's baby elephant child. Enemies would move in from both sides and try to carry off the baby and you would need to control Ellie to fight off waves of enemies and stop them from carrying off your baby elephant. In between waves, you would be able to spent your points earned by killing enemies to buy upgrades to your elephant such as trunk spikes, stronger attacks, greater movespeed, and armor for reducing damage.
The second concept I had would be similar to a castle defense game. It would be a top down castle defense game in which you fend off waves of predators from getting to your herd. You would control Ellie a hero character and move her around the battlefield killing enemies and earning currency (probably peanuts). In between waves, you would be able to upgrade your walls and arm them with animal soldiers with various different weapons with different uses. One soldier would be an elephant who shoots water at the closest group of enemies and pushing them back to the edge of the level. Another soldier would be a snake that spits debilitating poison to slow and/or poison enemies. At the same time that you are building soldiers to defend your herd, you can also control Ellie herself and fight the enemies in person while your towers rain down on them.
I started with two concepts as to how I would flesh out this game. The first concept is a 2d action fighter game. The layout I imagined was a flat battleground in which you directly control Ellie and have a variety of attacks and freedom to move back and forth. In the center of the battleground would be Ellie's baby elephant child. Enemies would move in from both sides and try to carry off the baby and you would need to control Ellie to fight off waves of enemies and stop them from carrying off your baby elephant. In between waves, you would be able to spent your points earned by killing enemies to buy upgrades to your elephant such as trunk spikes, stronger attacks, greater movespeed, and armor for reducing damage.
The second concept I had would be similar to a castle defense game. It would be a top down castle defense game in which you fend off waves of predators from getting to your herd. You would control Ellie a hero character and move her around the battlefield killing enemies and earning currency (probably peanuts). In between waves, you would be able to upgrade your walls and arm them with animal soldiers with various different weapons with different uses. One soldier would be an elephant who shoots water at the closest group of enemies and pushing them back to the edge of the level. Another soldier would be a snake that spits debilitating poison to slow and/or poison enemies. At the same time that you are building soldiers to defend your herd, you can also control Ellie herself and fight the enemies in person while your towers rain down on them.
Tuesday, September 10, 2013
RPS presentation final
I eventually decided to go with the landscape view because i just liked the aesthetic of it. I also decided to use the same graphic because of its good colors and very straightforward demeanor. I liked the idea of having one large graphic in the center the draw focus and give direction to the presentation so I stuck with the same thematic feel of having the one large graphic as the centerpiece. I also added some color to the headers just to lighten up the presentation in general
Thursday, September 5, 2013
RPS Presentation
As I drew my thumbnail sketches, I started to like the idea of having one large space in the middle filled with one or multiple graphics. I felt as if it game the presentations somewhat of a focal point where everything pointed to the center. I also played around a bit with using a landscape orientation for the canvas. I didn't have a scanner available to me, so I just took a picture with my camera and used that.
When searching for pictures, I looked for diagrams or visuals that showed what the individual hand gestures looked like and also showed the order of who wins in certain situations. While the circular graphics have a nice aesthetic and are quite simple to understand, I liked the appeal of the real pictures depicting the result of all possible matchups.
What I ended up going with was a design that put all focus one one central graphic and putting the intro and rules at the far top and bottom of the canvas. I put some little star graphics in the corners just to spruce things up a bit and add some life to it.
Thursday, August 29, 2013
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