Super excited to announce that I've won a raffle for the opportunity to submit for a custom ordered Budsies plush! If you don't know what Budsies is, check them out here. I put in for a ticket months ago and finally got an email back saying I could send them a drawing of my own handmade plush character, and of course I went with Hopp! For their designers, I drew up the simplest and easiest to understand turn-around sheet I could with a more simplified style for Hopp in mind. I was only allow to choose 8 total colors for the fabric they'll be using, so I also had to cut short a lot in that regard. You can see my turn-around for Hopp here:
I couldn't be more excited for them to get back with me once they start up on the first pass. It's estimated to take anywhere from 6-8 weeks, but that's probably only if everything goes perfectly. I'll be posting updates for her here as I get them!
3d 3d printing 4thofJuly aggretsuko animation artist artwork beeandpuppycat bones budsies characters combo bomb comic deviantart doodles easter fanart first Fortnite game design game jam hopp inktober inktober2018 life ludum dare moonlanding music new year 2018 original overwatch painting PC plushie posing rigging sculpting social toonjune2019 unity vinesauce zbrush
Finally got around to getting page 20 done (and colored)! Continuing off the previous page when Hopp and Widget had just discovered the entrance to some kind of weird tunnel through an opening in a giant tree. What will they find as they descend down into the darkness?
Trying my best to get back on track with getting pages finished, or at least sketched out well enough. This is the second page I'm considering completely done, since I do eventually want the whole book in color. But I'll have to just see how it goes as I get close to the end of actually completing the entire thing.
Some videos we recorded of our game jam game. Check em out on Youtube:
So, some things I learned after we finished up the last submission on sunday night:
- Don't expect the most recent versions of Unity (especially alphas) to work properly on 10 year old windows operating systems (windows 7)
- As a result of this I wasn't able to do any actual editor work. The newest version we were using (2019.3.0a10 Alpha) would not launch without crashing on my win 7 system.
- This was resolved post-jam once I updated to windows 10 (this topic will be addressed in a future blog post grr...)
- Probably don't use an alpha version of Unity for a weekend game jam, just to avoid small compatibility problems or crashes.
- For more unique concepts involving things like VR, get all the framework and business ends set up a day before actual development, in order to avoid having to do any of that the following day and eat into your production time
- Get your damn scope narrowed out... we started out with a good theme (area 51), then split our 6 devs into 2 teams of 3. At that point we just started exploding with sub-ideas for our VR concept. It got bloated with unrealistic expectations fast and took too long to narrow down later on.
- I'm no game jam veteran, but I know well enough that as a small team, you only have 72 hours (less than that realistically, with bathroom breaks and sleep) to finish and polish a working game! It makes no sense to even fathom delving into the realm of stats, RPG-like mechanics, scoreboards, long-winded narratives, big character rosters, etc. during the idea stage.
- No matter the theme, pick a basic, bare-bones skeleton of an idea, and give it some small bits of flare/pizzazz (wow). It just has to be fun and playable!
- Since we went with a VR shoot-em-up wave-based game type, the meat and potatoes were essentially already on the table. We just went in and made it a bit flashier with some alien dudes, UFOs, and a couple guns that shoot lasers.
- That being said, some of our team members were living in a high-level fantasy land during the pre-development stage (and some time during actual development too)- and those overly spicy ideas were still being thrown around
- "It'd be cool if we added a bunch of enemy types with unique behaviors"
- "We should add a big list of different weapons with different ammo types"
- "Let's throw in a boss battle at the end of the last wave"
- How about "Let's get the core game done first?"
- Those first 3 ideas ^ were very hard to dissuade the team from sticking with, as it would've taken away from precious development time. Yes, they would've been very cool to implement! But unfortunately, going back to that strict, unforgiving ~72 hour time limit, every developer has their limits (both physical and mental).
- Especially being the team's only artist (typical for game jams), any idea that came about which introduced more enemy types, more weapons, bosses, additional level layouts/designs, etc. added more onto my plate and less of a chance I'd actually be able to get any of the real stuff done.
- Stretch goals! Two fun words that every dev team should come to know and love. Learn to shoot down a team member's unrealistic idea in the friendliest way possible: "Dude- it'd be awesome if you could add in a character customization screen!" Response: "Cool idea! Maybe after the core stuff gets done, we can check it out. Let's mark that as one of our stretch goals!"
- Overall, I think the jam was a general mid-level success. Was there more I think we could've added in the given time frame? Definitely. Maybe had we been a bit more focused, I had been more prepared with being able to actually run the editor properly, and we had our base game framework set up beforehand. But, other than that, fun experience, would go again. B-
Got back to posting this a week late! Here's all the art stuff I did for our game jam last weekend. We chose to go with an Area 51 theme (yeah, memes, haha), so I tried creating kind of a retro, psx-era style with the graphics.
We ended up calling it "Artifact 51" and turned it into a badass VR shoot-em-up! Our two programmers killed it with the gameplay scripting. The whole idea is pretty straightforward, but actually playing it on the Oculus Quest is a lot of oldschool, arcade style fun.
- Start the waves by grabbing the gun floating on the obelisk
- Create a bulletproof shield with your left hand by activating the left trigger
- Take out the spawning UFOs and alien bad guys by shooting with the right trigger
- Once your gun is out of ammo, throw it at the enemy for an explosive reaction, then grab another one off the obelisk
- Dodge, dip, duck, dive, and dodge enemy fire for as long as you can
We are still working on getting a gameplay video finished, and will publish the game on our itch.io page sometime this weekend for all to play in VR!
Haven't modeled or textured anything in 3D for awhile! So I made a quick stylized wall thing in 3D to shake some rust off. Check it out:
I will also be helping out with a super small game jam this weekend with some co-workers! No idea what we're making, but I'm ready to make some videogame art! I will be posting here as our project moves along with any updates.
Vinny does the funny man voice real quick for one of my art booru submissions~
The dumb doodle in question:
Drew it during a Dreams game involving some off-brand knock-off italian "plumbers". Hmm...
Have been wanting to experiment a bit with a couple different character styles recently. One comic series I really enjoy is Scott Pilgrim. The way the characters are drawn is so simplistic, yet everything fits together so well and just feels right, y'know? I was curious so I took a little bit of time to doodle Hopp in that style~
Not sure if it fits her to be honest. It could be that over time I've just gotten used to drawing her the way I've naturally learned to well, draw her. It was interesting practice =)
First six panels for Hopp's comic promo done~
These take me a pretty long time to draw up in Photoshop, about the same amount of time it would take me to do a legit full art print for a comicon (between 3-4 hours). Hopefully when the final 12 are finished it will be a nice visual introduction to get people interested.
After this I hope to get back to the main comic full force~
Figured I'd also doodle some of Widget's expressions after doing Hopp's. She can come across as a little more reserved compared to her sister, but has a few more quirks~
From top to bottom, left to right: annoyed, exasperated, bitter, doubtful, anxious, horrified, amused, pleased/prideful, giddy, disappointed, weepy/crying, depressed
Getting some practice in with drawing a bunch of different facial expressions for Hopp. Can you guess them all? JK I'll just list them out. From top to bottom, left to right: happy/neutral, sad, surprised, disgusted, confused, excited, angry, enraged, afraid/spooked, drunk, bored, asleep~
Giving Hopp's sister a little bit of attention with some quick doodlez. I need to do many, many more of these for all the other characters I have going on that I haven't done many drawings of (refer back to my post showing the comic lineup).
Currently working on some nice promo storyboard art for a Hopp backstory. Hopefully it helps get people oriented on her and Widget's upcoming adventure. I have 12 total panels planned, here are the first two. Keeping it relatively simple for now!
A doodle of Hopp and Widget's treehouse home I did last week. I know they're rabbits and rabbits usually live underground, but how else would I be able to show off how cool their place looks? Besides, who doesn't want to live in a cozy treehouse? Trust me, it's a lot bigger on the inside.