Pixel art characters based on vogue dancers. Tired of warriors and wizards.
Inspired by: https://www.nowness.com/story/ballroom-battle
Courtney, House of Lanvin
YOU ARE THE REASON
Sade Olutola
macklin celebrini has autism
cherry valley forever
ojovivo
Jules of Nature
RMH
Lint Roller? I Barely Know Her
Sweet Seals For You, Always
todays bird

JVL

Janaina Medeiros
h
TVSTRANGERTHINGS
Game of Thrones Daily

titsay
art blog(derogatory)

izzy's playlists!

Origami Around
Fai_Ryy
seen from Uzbekistan
seen from Bangladesh
seen from Latvia

seen from France
seen from South Africa
seen from Cambodia

seen from Slovakia
seen from United States
seen from Libya
seen from United Kingdom
seen from Costa Rica

seen from Argentina

seen from Uzbekistan
seen from Türkiye
seen from Portugal
seen from Brazil
seen from Australia
seen from Germany
seen from Türkiye
seen from United States
@electricproblem
Pixel art characters based on vogue dancers. Tired of warriors and wizards.
Inspired by: https://www.nowness.com/story/ballroom-battle
Courtney, House of Lanvin
Sunday Exercise. Daniel, 2015.
Sassy fern in too Small Pot, $10.
Some kind of concept art/diagram. Finals week madness>>>
Seamlessly tiling textures part 1: some initial experiments.
First adventures in UV unwrapping and texturing. Models for Project Alpha.
Some sketches and notes for a game concept in which you tend a garden, planting and harvesting according to the season.
Notes for level design for the Bosch project. Going through some changes.
"Each game he’s made so far is extremely minimal, with plain pixel art and very simple gameplay. You can see the progression in his games very clearly. He starts off with a game called Run!, where you run around to avoid monsters, and works up to some slightly more complex games like Connected. One of my favorite ones was Save The City, a game where you need to type in sentences quickly enough to delay a falling bomb over a city."
Aspiring Game Designer Creates 12 Games in 12 Weeks
via Indie Statik
Looking at the Aesthetic and Sound Design of Proteus: Some Brief Thoughts
Proteus is an award winning first-person exploration interactive experience made by Ed Key and David Kanaga for 2013. Playing Proteus feels more akin to enjoying a surrealist painting than playing a videogame, although it is expressed through basic video game mechanics. The visual aesthetic employs pixel art and references early video games, but is composed of rich, abstracted imagery. It is both whimsical and poetic, featuring highly stylized depictions of nature. It is amazing to be reminded that a great deal of visual clout can be achieved using very simple elements. One of the interesting experiences I had while playing Proteus is that the screen would sometimes break down into patches of color that took a few seconds to resolve into a recognizable image. I found this to be surprising and enjoyable, like allowing your eyes to unfocus and refocus on something beautiful. All in all, the color palette is stunning.
The sound design was intentionally crafted to complement this abstracted, whimsical aesthetic and in many ways it is the centerpiece of the work. The music and sounds were composed by David Kanaga, who worked on the project for almost 3 years. The sounds and music seem to be a combination of analog and electronic sources, which blend together to create an organic overall effect. It takes cues from both 8-bit and Classical traditions, with a bit of Science Fiction and Gamelan mixed in for good measure. The soundtrack is organized around the four seasons, which you experience as the game progresses. The music for each season changes to successfully evoke the unique mood of that season. There are several musical “ambient sounds” that playfully represent natural phenomena and contribute to the overwhelming soundscape. Tinkling rain drops fall from lazily rolling clouds, animals peep and thump, insects hum. The most overtly interactive aspect of the game is the little animals you encounter and chase. Each makes a distinctive and musical sound in response to you, a conceit which is highly charming.
Kanaga included many interesting choices in his design. Most sounds in the game are in harmony with the background music, but periodically he will break this expectation with a discordant noise to add variety and underscore the other melodic sounds. The effect is sometimes comedic, sometimes mysterious and bewildering. It suggests the chaotic nature of Nature itself. Key and Kanaga point to the barest of narrative structures by including a bizarre, incongruous monolith that sings its own strange song to the player when you get close enough. This monolith, the circle of statues and the empty cabin all contribute to an air of mystery that pervades the island. Most importantly Kanaga leaves room for quiet moments. On the island, the sound can be incredibly rich even during the night when everything softens and quiets, but in certain locations most sound falls away leaving nothing but perhaps the sound of the wind, allowing the player to breath and contemplate their experience. It is analogous to leaving unoccupied spaces on a painting to give the eye to rest, and it is just as successful.
“It’s important to me. I don’t understand games very well if their mechanics are not hugged by music. Music moves constantly in ways that it’s difficult for visuals to do without seeming messy — messy is good (see this: Len Lye “Free Radicals”), but maybe we can approach these time-based languages with sound first.”
David Kanaga, from an interview with That Damn Pixel
Sources
http://thatdamnpixel.wordpress.com/2013/02/05/interview-david-kanaga-sound-designer-of-proteus/
http://www.artandsciencejournal.com/post/26785986226/video-games-as-art-proteus-proteus-is-a-game-of
http://davidkanaga.blogspot.com/
http://www.visitproteus.com/
Image Credits
http://media.pcgamer.com/files/2012/03/Proteus-02.jpg
http://www.electrondance.com/wp-content/uploads/2011/10/Proteus-2011-10-22-23-59-39-21.png
Prey models for Project Alpha.
Mon Petit Cerf. Learned about preparing the model for export from Matt. For Project Alpha
Mon Petit Lapin
Chunky models for Project Alpha
Most recent iteration of the level design for the overall world for the Bosch project prototyped as a terrain in Unity3D. Made the areas smaller to decrease the walking time and combined one of the forested areas (the meadow) with the opening area to give the player a reason to come back to it; we might implemented some activities there. I placed the gambling den up against a rock face to more accurately represent what the level designer for that portion had envisioned. I implemented a gradual downward slope across the world as the player navigates to the back of the painting (hell proper) to incorporate the idea of descent into the experience. Looking forward to receiving feedback and continuing to develop the design.
First iteration of the world design in the Bosch Project from a couple weeks ago. Remained more or less similar to the map I first drafted, although the passage from the first area to the second became longer. The terrain ended up being way too large as we don't have a ton of content just yet, but the idea is to have a lot of interactive objects and NPCs in future.
Some challenges I was considering include how to convey a sense of scale without the working level feeling totally empty, where the painting is quite full and active. The major consideration is that the player will not be running or moving quickly in this game. The pace, rather, will be slower and more observational so a great deal of travel time between content would become tedious. Another challenge is how to create spaces where the gameplay designers can stage future quests and content beyond the first iteration of the prototype. The last image is just a png of heightmap that we are not using. I knew what a heightmap was from before, but I haven't worked with them in Unity before, so it will be interesting to see how the 3D modelers interpret/use the information from the current iteration.
Robert Lumsden’s Portfolio Site
My site is ready for the world (mostly). Check it out.
So I am working on a project, the concept of which is to turn Hieronymus Bosch's iconic painting, the so-called Garden of Earthly Delights, into a video game. This project is being developed by a large team of R.I.T. faculty and students for the Jheronimus Bosch 500 celebration commemorating the 500th anniversary of the death of the artist.
I am working on the level design of the overall world at the moment. These are a few early concept designs for the terrain and environment of the 3rd Panel; the Hellscape. Some of the challenges I'm encountering are:
1. How to translate the flat landscape of the front of the panel into a landscape that is interesting to navigate and facilitates/reinforces the quests that are being prototyped.
2. How to create an open world, where the player will be able to see great swaths of the content of the painting, but will not be able to go to it yet, because the content in terms of gameplay, narrative and 3D models/assets has not yet been developed.
3. How to craft a world that is aesthetically true to the painting, yet reflects the narrative that is being prototyped.
4. How to organically connect the two pieces of this panel for which gameplay is being prototyped, namely the game players in the front (Eve, the Rabbit, the man with the pierced hand) and the Horse Skull and the Key over on the frozen lake.
So far I have included a forest that will be situated below the foreground of the panel, through which the player enters the game. This is to fit the narrative as it stands right now, and also because the name Bosch means 'forest' in Dutch and Catalan, which is a nice little tidbit. I suppose it must be related to Bosque in Spanish. It also serves to link the Right and Middle panels landscape-wise for later in development when the player travels to the Middle Panel. I have raised the Demon on the Toilet and the Instruments onto a higher part of the landscape, to be accessed by the player later because we do not yet have content for them. I also placed the Horse and Skull group in its own little area to stop the player from advancing to other groups on the ice for this first iteration. I think this works also because in later versions of the game this "Key" area could become a node to be unlocked and from which the player accesses multiple other groups/quests.
More generally I am using mountains as natural boundaries for the overall world, taking that cue from the mountains in the back of the panel. I would also like the world to gently slope downwards from the front of the panel where the player begins to the back of the panel where the dark mountains are, creating a literal descent into hell à la Dante's Inferno. Lastly, if I continue to work on the world going forward, I would like to include pathways between the Right and Middle Panels. I think it would be interesting if the player could travel between the panels at multiple points as part of quests.