Stream of thought type of doodle. I might revisit this later, redesign the dude and paint the background.
Thursday, October 06, 2011
Wednesday, May 11, 2011
Friday, March 11, 2011
Troll-Dog-Gorilla sculpt WIP
I don't have the link to the artists website at home, so when I'm next at work I'll get the information |
I found the concept above sometime last week and decided that I would hone my Zbrush skillz by attempting to sculpt it!
Until this sclupt, I was only playing around with Zbrush, doing random heads and getting used to the program again. I'm being tutored by co-workers here and there and have learned a lot specifically from my good buddy Mark Khair (check my links section!). I haven't ever attempted to really make something with the program before, so this has been a great experience!
Over the course of sculpting, I've realized that I probably should have started with a basic human rather than a fictional monster in an awkward pose. I've learned a lot by doing it this way though which will help me in my future attempts at sculpting :)
Composing the image above has shown me even more things that are off than what I was already aware of! This is definitely a practice that I plan to do more of in the future.
Anyway, that's the update for now. We'll see how it goes!
Tuesday, March 01, 2011
Franken-Stone
I somehow managed to figure out how to render something in Zbrush...although I don't know how to save it (above is just a screencap). Eventually I'll figure it out! For now, we have this! I was playing around with a cube and some brushes and I ended up with a gargoyle-block-face-guy :)
More on the way!
Saturday, February 26, 2011
Sunday, January 23, 2011
TAIL TOWNS announced & thoughts on crunch time
http://www.tailtowns.com/ - http://www.tailtownsinsiders.com/ |
We're on the home stretch! I haven't been able to post new work because I've been in crunch mode at work the last 2 weeks.
On the same subject, I just watched a 3-part documentary on Sly Cooper/Infamous devs Sucker Punch Inc. and in one of the parts they talked about crunch time. Since we're currently crunching, I thought I'd do a little write up about my time spent working extra hours thus far.
Don't get me wrong - I am a believer in the ideal that everyone needs a balance between work and play. There are studios that manage to get by without crunch time (or very little), and there are those that are buried in it for months. My understanding is that the main cause for crunch time is project mis-management, but not just from a management position side. There are also other factors that just get piled up over time and a zillion things that can attribute to crunch time.
The thing that I've taken away from my experience so far (which, by the way, has been pretty minimal compared to other game devs), is that you see much more progress during crunch time, your workflow solidifies greatly both with your team and yourself, and it's such a great feeling to suddenly see a huge piece of the game that didn't exist a week ago be playable. If you deal with it in the right way a bit of crunch time isn't the worst thing in the world. If you end up pulling 70 hour weeks for months on end though...that's gonna crush your spirits.
We have a comparable sized team to that of Sucker Punch Inc. and I felt a resonance with a lot of what they were saying in the documentary, both good and bad. It's only increased my desire to continue to make video games for many years to come. The great people that I get to work with now and in the future, the new things I learn everyday that make me a better artist and person overall, truly make it a dream come true for me.
Over the holiday's I was playing a pseudo-boardgame with my family and one of the questions that I recieved was along the lines of "What would you be doing if you landed your dream job?". As I read the card a smile spread slowly across my face at the sudden realization that I was doing it right now; I was living my childhood dream. With a bit of surprise at hearing the words slip past my lips, I said aloud "I'm already doing it". I'd been so buried in trying to get my career started over the past few years and absorbing the joy that is the game development process that I guess I'd somehow glossed over the fact!
As she says in the documentary "They say that if you do something you love, you'll never work a day in your life".
At the moment, that statement feels true, crunch time and all.
Cheers :)
P.S. I'll be posting some development/study drawings for my D&D character in a couple of days! Be sure to check back!
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