Hm having a lot of trouble trying to draw my main character in their armor. It looks so sick and simple in my head but looks like 💩 when my hand tried to convey it on paper.

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@handsleight
Hm having a lot of trouble trying to draw my main character in their armor. It looks so sick and simple in my head but looks like 💩 when my hand tried to convey it on paper.
Have I lost control of my life?
Maybe....just maybe
A few pictures of how i spent my past month. Making random crap and fitting the pieces together
Project FEVERDREAM is now officially in Alpha
Its been a while but new build of my game is up. Finishing up environments now. Next step is storyline, enemies and endings.
Sadly for now, its download the exe but once I get a chance I’ll move it to html and get it browser worthy.
http://sandbox.yoyogames.com/games/225730-alpha-project
Maiden post!
Bored, here's some spritework
After attending the SF indie game jam last weekend, I was inspired to set up a new workspace in my apartment for working on game dev/prototyping. So this weekend that’s what I did. And I started working on this little thing. It’s a 2-4 player platform fighter, where players use a grappling hook to pull/throw opponents into things. I got it working with 4 players and tried it out on my TV and it was a lot of fun playing around with. If the grappling hook mechanic doesn’t play out how I like, I might just have to turn it into a 4 swords meets Legend of Zelda 2 mashup love letter type thing though, which might be a good thing. ;)
My hand at trying to make an opening title screen for a horror game I'm putting together. I tried my hand at animated rain as well...
also LIGHTNING!
Hows it look? Its not finished but I'm happy with how it turned out.
CnC?
Beginnings of a new enemy Im working on for this platformer.
I dub the: Spectre
Idle animation for the MC of a new idea I'm trying to write
First idea I drew after teaching myself to draw in like 5 hours. Main character of the game, helmet is to be reminiscent of a wolf. Still need to clean up the armor but at least I got a basic idea of where I want to go.
I'm thinking I want to a reverse limbo type art style. Whereas Limbo was black foreground elements with layered background elements which got progressively lighter, I wish to do a game with white foreground elements with a simple background which gets progressively darker.
January 7th, 2013 8:40am
So I figured I write a little status update on how everything is coming along:
Beat Breakers: Currently awaiting acceptance a programmer I found for the building of our prototype (few scripts and whatnot). Got somewhat of a website up as well! But still need (or rather I want) to add the flash component which would make the entire website ~awesome~
In the mean time, I began a small (although beginning to grow at an exponential rate) side project since I had a hard time sleeping. Aptly named, Sleepless Insomniac kNights, does sound a tad repetitive but I came up with the name somehow and it's stuck on me. Anyways, its going to be a 2D sidescrolling platformer with a really monotone & semi minimalistic art style. I just began designing the characters and I really like them so far. Once I get how the few characters look, I'm gonna try my hand at animating simple motions to get the basics down. Test level is sketched out so everything should be easy peasy once I get to that point.
Will update again when I finish designing them all (which hopefully should be later today)
DOTA 2 - Character Art Guide
Full PDF HERE.
holy FUCK
Man, this is exactly the kind of stuff I’m talking about when I mention value range! The Witch Doctor before and after page is a really good example of the importance of starting with a dark value and working up. The “before” is a pretty common result of working light to dark, or starting with a value that is too close to the middle of the value range. Everything looks kind of washed out, even when working with saturated colors, and lacks volume.
This is an amazing reference overall, gonna pour over the full PDF when I have a minute.
oooh this is really helpful!! i think i’ll make some minor coloring changes according to this, i think it’ll help a lot
Character: Mordecai Eister
Favorite Animal: Foxes
Favorite Color: Silver (or grey)
Known Relatives: None
Current Relationship Status: Unclear
Threat Level: AA
Subject, although extremely carefree and happy going is prone to violent and demented outbursts. Possibility that Agent ██████, code named "CALYPSO" is assisting in his hunt of Experiment #██-██-20██ for reasons unknown. Immense power radiates from subject, no teams are to conduct extraction nor capture techniques until a suitable solution is found.
More Mordecai love!
This time in his travel coat! Trying to nail down his look since we have the prototype coming up soon. Going for a refined look, I think its coming out quite nice dont you?
Character: Mordecai Eister
Game: Beat Breakers
Astrology Sign: Pisces
Birthdate: March 10th, 20XX
Favorite Music Genre: House
Age: Physically early 20s
For those following this blog
Mordecai is based off of Stephen King's The Gunslinger, where he traverses a broken wasteland in search of his adversary, The man in black.
His backstory is that of a scientist gone rogue which will explain a few of his in battle skills where he will utilize medical vials containing samples of a deadly flora species.
Mordecai's main weapons for attacking will be his customize twin handguns, named "Eternal Darkness" and Blinding Light" due to their black and white appearance. Both guns will be engraved with a different phrase; Nox having "obscuritate emundo" and Lux having "Luce excæco". Together (I think), it means, "using light I blind, using darkness I purify" respectively.
Character Name: Mordecai Eister
Height: 5' 7"
Weight: 130 lbs
Blood type: AB+
Occupation: Wanderer
Weapon of Choice: Nox and Lux (customized twin handguns)