This is an image I rendered in order to place on my PSN profile. I wish I could make it my avatar for PSN as well as Bungie.net, but alas the fates have not willed it. I feel the image is incomplete, but I’ll need to execute the draft and give it some time to watch and learn to decide how best to proceed.
Happy Terror/Treat day! This is for my wife whom I’m missing very much while she’s away for work. This image is inspired by her love of scary fun-things as well as her love of our little ham-star, Misha. I hope you Enjoy!
Imagination in the Illusion Woods is an illustration I rendered for one of my best friends’ son, Parker. His 4th Birthday was coming up and though I haven’t had the chance to visit with him often, since I live on the other side of the country, I suppose I made an impression on him. His awesome and dedicated mother, Katie asked if I would be interested in sketching up something for his birthday. Normally I quite enjoy giving the gift of art, but it hadn’t occurred to me to draw something for someone so young before, even though I recall staring for hours at a painting in our living room since I was about three or four years old myself. So the answer of course, was a resounding yes.Continue reading
Inspired by the original X-Com game and their alloy armor, I decided to spent a bit of time imaging my team of badass alien brawlers. I didn’t reference directly the game, but purely went about illustrating the headshots from a sense of inspiration and how I saw a team of mine existing in a world where elite soldiers were trained to go head to head with an unknown and ever-present threat of extraterrestrial terror. Continue reading
This Spring, 2014 a few family member of mine dedicated themselves to be apart of a triathlon. They decided to make motivational family Keyes Jerseys. I was called into action in effort to make this a reality.
The keys’ esthetic was a bit on the ‘techy’ side, but I’d been deep into my game project when I designed them, so some of the content philosophy bled over. The intent was to ensure that each key was interesting, being that they are blown up about tens times larger than an actual key would be. I enjoyed the the challenge of making print quality interesting compositions out of enlarged every day objects. Though, the hurtle and real life issues made the project more of an obstacle than it should have, I did quite enjoy the result.
Being that the style easily could be something that could fit within the context of my science-fantasy platformer, Mecromage, I decided to try to use them as in game assets you’ll be able to interact with. I’m always looking forward to unlocking doors to new possibilities, thanks to my family for being motivating and inspiring, never stop exploring new thresholds.
The Codrak Shaman is a spry caster intelligently weaving the less wise of his clan into a unified force. He’s cunning wit ensure enemies are constantly considering their tactical position. His tainted totems have the power persuade the natural elements to obey his command.
The Shaman is not only a charmer of the elements, his fellow Codrak, but also of the his flying half kin. In times of need his loyal drakes can be commanded to drop mana fused stones upon enemies.
I’ve been trying to finish up the basic thumb sketches for each of our now decided on 9 stages for the game. I was the areas to be recognizable much like old school SNES and NES games were. As soon as you saw a screen shot of any, even a super small one, you’d instantly know the area by the color pallet alone. This is the feeling I’m striving for atm.
There are some story elements that are fairly well worked out, and that provides me with a starting point for the area. This is an extremely rough draft, but its my day’s work and it does start to capture a bit of the feel that I am looking for in the Stage.
Though I still am quite the nomad currently, I’m very happy to be able to take a moment of respite from time to time. Today I’m thankful for my laptop, Wacom tablet, and being blessed with the opportunity to watch Grubby 2-0 incumbent Polt at Dreamhack 2013. Way to go Grubby, you’ve brightened yet another fan’s day!
Drowning. That’s what it feels like most of the time I’ve been developing my Indie project, Mecromage. I’ve averaged about 12 hours a day on this week alone. Crafting story concepts, game mechanics, graphics assets, animated sprites, and 2d techniques I’ve done my part to push the first level of the game to about 70% complete. But really, at the end of the week, all I can think about is how fun the elevator challenge was, and how that success is what helps me to rise to the overwhelming challenges I will dive into yet again tomorrow.