Archive for the “Art Team” Category

A new level entered production today. A new tute level inspired by the setting of the climax in the movie “a few dollars more”, this level is a new start for us in terms of producing work for this project, as we’re taking it from the angle of a scene shot on location. This means we’ll have to steer away from the cheesy cardboard cut-outs, and aim, instead, for more realistic 3D models. Design wise, we’re cramming as many dynamic/physics based objects along with a bunch of cool set dressings as we can into the scene. Here’s a sneak peek of what we’ve cooked up so far:

Liam AKA Snorlax.

Catch ya later

Comments No Comments »

Yet another exciting blog!

There has been yet another set back and another change to the game, it’s all for the best I’m sure. I’m guessing you’re all aware that the ninja movie has be held back to be done later due to wanting a polished Western Movie. So we are adding a stunt-man-school-tutorial-level, and this time as a level designer I’m excited to model this because it was well planed out and I’m sure you’ll be happy with it’s outcome.

Below is a draft (done on our whiteboard) of what the level is going to look like, Inspired by the Movie For a Few Dollars More [http://au.youtube.com/watch?v=b2l4IKz3m7c].

Posted by Clyde

Comments No Comments »

Well, today was quite a day. First, we had the industry board come in only to praise the art team (because we’re so awesome) and of course the rest of the team. They were impressed with what we pulled off in the 1st 3 weeks of development. After hearing all those awesome words, who wouldn’t get back to work rite? Liam went right back to work on the HUD, Clyde and Bowman started tweaking the level designs on Maya, Tobes grabbed his sketchbook and got working on some of the score screens for the game, and I went back to bringing all the in-game characters to life.

Abbey

 

Comments No Comments »

Well today’s been a bit of a slap in the face for a lot of us, lot of work done, but oh so much more to do. Here we are at the mid point of the project lifespan, and we’d be in denial if we said we were half finished. Might only be able to get 2 movies done before the deadline, although most of us are still hopeful that we can get the 3rd in as well…. all hangs on whether or not we can avoid the silly mistakes we’ve all made this time.

Still, realistically we’ve only really spent about a week to get 2 levels almost finished. Abbs is almost through the stock animations our stunt man will use, and once he’s finished that, we’ll have someone else to work on asset modelling. Toby’s been doing a bang up job on the textures, and when he’s not here, we really feel his absence. I’ve personally been working on the mine level for the western, which has been hard thanks to the QUT Maya licensing disappearing leaving me with nothing to do but write forceful words on post-its for half the day.

The mine level itself is made in two parts, I’ve made a rough scene in Maya for the lower part, and I’ve pretty much finished the upper part save for the lighting and eye candy in the background. As for Clyde, he’s been working tirelessly on the train level as far as I can tell, also wound up the last few assets needed for the first level, so the programmers won’t need much from us in order to get that finished now.

Anyway, I’ve been waffling on for a while now, and haven’t looked up from the screen for a few hours. So I’ll bid you all adieu and head home

cheers, Bowman

Comments No Comments »

What’s up! Liam here (Art lead dude).. First time poster, long time worker.
Today was a bit of a doozie. We came across a lot of brick walls but we also made a lot of breakthroughs. So in the end we came out ok. Most of the problems we’ve encountered involved player interactions and how the environment in turn reacts to the player. That said, things are moving along quite well at the moment, assets are coming along at a good rate. We art guys are really starting to work as a team, and moving like greased cogs with the other sections of the studio. I wish I had some things to show you today. But most of the work is tied up in flash and in no state to show in any tangible way, so for now…..

Super fun time Cowboy villain cut out!

Peace out, till next time
Liam Alkamraikhi (lead drawer guy)

Comments No Comments »

Hello to anyone to accidentally stumble across this blog, TURN BACK NOW! Art team had a minor freak out yesterday, having not even finished the first level by week three, but with a bit of can do attitude and a firm dose of violence, we are back on track and have churned out all the models and textures for all 3 levels of the first movie! phew…

so yeah, what you came for, pretty pictures:

 

there was more, but like these, they dont make sense out of context.

cowboy ninjas AWAAAAAAAAAAAAY!

 

Tobes.

Comments No Comments »

No I am not going to talk about jumping happy bunnies I’m going to talk about our day at the office.

Today was not a good day, mostly because we had to change rooms to give way to some unexpected guests that will be taking over the room tomorrow. Because of this we didn’t get much work as we had hope to achieve mostly because we were waiting to be moved, and being paranoid.

On a different topic we have gotten a big task to be done by this week, as we want to entire first movie scene to be completed. What this means is that we need all the levels done by Wednesday and we only have 1 and 1 quarter done. No pressure for the level designers and texture artists. Just to make things clear, why we need it done by Wednesday is so that we can give the art asserts to the programmers to work on.

PPEEE WWWEEE Yes I do need some sleep.

Here are some new backdrops that we will be adding to the first level, with bump mapping!!!!!!!!!! ZOMG

Another Very Exciting Blog by Clyde

Comments No Comments »

Art Team Blog

Today was a big day for all of us not just for the art team but for the whole project team in general, because we got our first proper prototype working with a 3d rendered background and with character animation cycles.

This week was a fun and exhausting, through the fierce battles between the art team and the designers we have some came to an agreement with all the nasty problems faced. We haven’t had an instance which the designers gave us something that was totally directed by them, in that we still have an opportunity to get creative.

Meh Clyde.

Comments No Comments »

it’s all comming to a head, we’re well on our way to having the rough demonstration ready by the end of the week, abby’s been working hard on the animations, liam’s been stressing out over the designers wanting things that don’t work, while the programmers wanted things that did work. however he did have time to make an awesome comic, and left both clyde and myself to work on making threedee things

in the meantime, this is bowman signi-

please insert coin to try again.

Comments No Comments »

The art team has basically spent the day modeling, texturing, animating and watching liam (our creative director) crumlbing into an abyss of hair pulling and stress induced micro comas. The style of the environments is really starting to take shape, and its really exciting from an artists perspective to see your artwork coming to life! Below are some of Cylde and James’ models with my textures on it. Its supposed to look slightly cheap as its a B grade movie set and has nothing to do with that we are rushing for an alpha of the first movie by friday.

Toothless Joe's and the obligatory general store

Toothless Joe

 

 

 

 

 

 

 

 

 

 

Well that’s all I can get online right now, more from the haggard art team soon!

 

Cheers, Tobes.

Comments No Comments »

FireStats icon Powered by FireStats