Unchosen Forge: Validity Exercise in Retro Graphics – Delvroid
Fun sprite work this week, crammed between meetings and feedback on first very rough full playthrough. Woohoo have a great weekend all!
Some concept work on group of enemies called the Elgon, for Indie game Mecromage.
Art by Joshua Keyes – Characters and scene inspired by Castlevania, owned by Konami.
I decided it might be fun to submit a piece for Jazza’s Contest of the Month: New Resolution. The goal was to take a scene from a game that was made for a 1990 or prior machine and redraw it in a higher resolution. *placed 2nd – Runner up in open category*
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.
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.
Today I did some concept work for a little robot guy. Was fun, we’ll see if he ends up as one of our little critters 😀 I could see him being a friendly guy, and maybe he transforms to a couple different modes? What do you think? I know he’s not too original, what would you like to see changed?
I’ve be pretty crippled by the abundance of work that I must do in my game and daily life, so I’m looking for ways to revamp my current situations. I plan to attack the situation by giving myself proper tools and workflows to circumvent the speed bumps and focus on the hurtles. A new desktop arrangement, savvy task management tools, taking time to properly annotate and build personal references, and proper outlets for expression and logging are my initial thoughts on mitigating the madness.