"Life is too short to make bad art."

Friday, May 22, 2015

Complete game - in action (WIP)






My good friend and gamesalad coder Darren Spencer of deep blue apps has taken the time and put the assets so far into place and made them come to life.

Here's the video on the current state of things:



It's nice to see things actually work together nicely.

Wednesday, May 20, 2015

Oculus VR Jam

One of the reasons I have been a tad busy lately was the Oculus VR Jam. 
Along with a team of talented 3D artists from qube, great coder and more than my fair share of coffee I worked on an entry for this competition. It's a 3D compact hidden object, puzzle game about finding the building blocks for a rocket ship in a messy kid's room. 

I am quite happy with the way it turned out seeing it was a rushed job (what are deadlines for if not to leave them to the last minute? We submitted with 30 minutes to spare... ;) )
Even though it didn't make it to the finalists - but there is still the public voting.... sooooo... I am asking for a small favor here.
If you got a moment, maybe you could vote for the entry 'Rocket Builders':


http://vrjam.challengepost.com/submissions/36765-rocket-builders#vote_submission_36765

Note:
Making textures for 3D models like the ones used in 'Rocket Builder' can be nicely achieved in Inkscape as well and I have put a tutorial on it on my todo list... after... well a lot of others still on that list... ;)

Tuesday, May 19, 2015

Complete game - background [part 2]



After a much longer break than planned - for various reasons and a bit of turmoil in my life - I finally get to sit down and continue the tutorial for the the complete game art.


This time I will continue fleshing out the background - before moving to the much anticipated and a more fun part of animating our character.


Even with the cogs in place the background still looking rather empty. It's not matching the style of the platforms with their rich decor. The elements in the background should match but not overwhelm the platform or enemy/ player elements.






Taking the layers into gimp and adjusting different levels of blur to them - increasing slightly the further back the layer is - results in something like this.



Putting the platforms on top along with the cogs and some light rays (simple rectangles deformed, blurred and the background works nicely. 


I hope you enjoyed this installment of the tutorial and I can assure you the next one will be a lot of fun as we start animating the main character.