Wednesday, December 7, 2011

Play Dust!


It's well overdue by now, but here's the link to Dust's IGF page : http://www.igf.com/php-bin/entry2012.php?id=800

and the official page on Adventure Club's site: http://adventureclubgames.com/dust/.

This was clearly a big year for games with "dust" in the title, as there are no less than three in the student comp (including ours) and another two in the main comp. Our screenshot kept showing up on the wrong game games, but I think it's sorted out now.

I'm going to try to do an art mini-mortem on the game in the coming days.

Thursday, December 1, 2011

Gaslight concepts







Today I bring you some of the concepts I did a couple months back, during my summer internship at Pixofactor. These were done for the game Gaslight, which was just released for iOS today (and android a few days ago)!  It's a Steampunk city-building game, check it out.


These were my fist attempt painting over 3d renders.While it feels a little like cheating, it's nice to take care of the form and lighting in Blender and focus on color and texture at the painting stage. It's also much, much faster than tying to draw and render things the old fashioned way, and allows me to quickly rearrange forms to find a silhouette I like. I'm thinking this is a good way to do quick concepts in the future.

Wednesday, November 23, 2011

Mirage illustrations 3

Done! The last of my quick concept paintings for a game design doc I that was one of my school assignments. Thy're all items the player can find and use in the game, a survival roguelike set in an eastern desert in the 19th century.

Tuesday, November 1, 2011

Duuuust!

Dust is finally finished!


I'm putting off linking to the final game until we're out of beta (still fixing bugs). Until then, enjoy our lovely last-minute trailer. It does a good job of showing off the lighthouse, which was my personal contribution to the project. This has been my only real personal project since the end of August, and though in many ways it's imperfect I still love it. The sound, music, and visuals all add up to a very Myst-like atmosphere, and in 2011 that's a beautiful thing to see.

Saturday, October 29, 2011

Mirage illustrations 2


Man, I gotta step my game up. These things are never gonna get finished.

Monday, October 17, 2011

Mirage illustrations



Two weeks to the student IGF deadline so everything is still all about Dust.

But meantime, here are some icons from a yet another desert game, this time one I'm designing for class.

Of course, the game itself if all pixel art so none of this is going to be in it. But it's fun to see what you can paint in 5 minutes.

Tuesday, September 20, 2011

Dust-y update

I feel bad about not having more to post, but it can't be helped. All of my independent time is being spent Dust, and that already has a blog.

Friday, September 2, 2011

Windmill WIP



This started as a weekend exercise in hand-painted textures and just kind of grew from there. I thought I lost it when my hard drive crashed, but then I found it tucked away on a forgotten flash drive last month and decided to finish it.


It's 99% done, I swear. I have to put it aside right now to work on another project.

Tuesday, August 23, 2011

Ludum Dare 21


So me 'n offwhitefox made a game over the weekend!


Many thanks to Fox, who did nearly all of the heavy lifting on this one. I UV'd some planks and googled magazine covers. Fun!


The concept and design are mine, but only about half of the idea made it into this version. As it were, it serves as a decent proof of concept/demo for further development. Players can hopefully enjoy it as a new take on the room escape genre, but keep in mind it was never intended as a game, per se, so much as an experience.


Download it here.


(P.S. If the screen goes black and there's nothing else you can do, you've made it to the end.)

Sunday, August 14, 2011

Plein air studies



.
Been trying out digital plein air, inspired by the stuff on Shaddy Safadi's blog.  Right now my subject range is limited to the length of my power cord.