krowface: xenomorph in full lotus position (Default)


Somehow I managed to edit and release a full length commercial, cook breakfast for my family, majority redesign a website, make lunch, do a bunch of redesign work to my own site, cook dinner and bathe my kid (made soup, get it? haha), and then pimped out said commercial. All in one day.

Oh and then I cleaned the living room and kitchen, because "wha'dup?"

Now to do nothing all day tomorrow, because I earned it.

So... what did YOU do with your life today?
krowface: xenomorph in full lotus position (Default)

The game I've been working on for the past few months is now out, and I'm satisfied. Mandatory two week break, and then it's back into it for the next one. 

So yeah, exciting. I am now officially a professional video game designer. 

Here's the official announcement.

Also, if anyone is into this sort of thing, I posted a gallery of images taken while I was developing the UI. 

 

Good times.... good times. Now to catch up on some artwork...

krowface: xenomorph in full lotus position (Default)

 

Galaxy - In - Flames: The Crucible

If you've signed up for our Beta, you're automatically granted access to the super secret rock star entrance into our underground lair. 


If you haven't signed up for our Beta, now is the time. 
http://mjolnirsoftware.wordpress.com/

 
krowface: xenomorph in full lotus position (Default)

My responsibilities in regards to my work on our studio's latest game "The Crucible" is finished. At least in regards to the art side of it. I might have to follow up with a bit of administrative stuff, but that's not until release, when I just spam everywhere with the press release and a media package of some sort. 

Until then I get to take a break, and by take a break I mean take care of the design projects sitting on my desktop. Which is funny, because I coulda sworn I gave up on website design. However my dad's hunting club needs assistance and my clan needs help with organizing an upcoming event. Also, a friend looks like she has a large enough workload with some design clients, that she needs another set of hands, so I might honestly start doing design on a regular basis.

Which yeah, since I retired from that... how many weeks ago?

Anyways, finish a quick web projects, go on holiday for a bit, come back and keep making sweet sweet love to the graphics tablet.

krowface: xenomorph in full lotus position (Default)
Capture
krowface: xenomorph in full lotus position (Default)
I *think* the design docs are finished. They might be a little ugly, but I think they get the point across.

https://docs.google.com/document/pub?id=1sKqQtjeGJSLNhVZ-E9orwsF2BOEgOKmxP7ddS8Soi_M

and here's the newest graphics rough. notice the addition of the safehouse access zones, the aiming reticle, and the dead zeds. the colours of everything in the HUD is based off of the percentage of either the building health, hero spirit, trap health, or weapon availabilities and ammo. thinking about it now, i don't think the barrier graphic is going to work as it is. i think i need to create barrier icons based off of access points, or remove them from the hud and use GFX representations in the play screen itself (2x4s across windows, et al)



to add: drop images, night-time version, tv/radio warning system, trap images.

also: animations. lots of animations. D:
krowface: xenomorph in full lotus position (Default)
So I've gone ahead and made a few changes. I think I've finalized the HUD. Now the question is, which version is better? I didn't do much, I just flipped the enter screen on the horizontal... but there's a definate difference.

Now the question is... if this was a game, which side would you rather have the HUD on?





Funny how much that makes a difference. But hey, in design sometimes a few pixels makes a difference.
krowface: xenomorph in full lotus position (Default)
So... in reference to an earlier entry... I've finally sat down and bashed out some of the graphics from it.



What you're looking at is the play field for the game. I'm not too sold on the HUD. As a matter of fact, I'm trying to make the HUD as efficient as possible. I think I'm going to switch over to colours instead of numbers. I'll be toying with that further.

The zombies, on the other hand, are so goddamned cute. Seriously, look at these little bastards.



The problem with them is they are so goddamned cute all of my attempts of designing the player character have not been up to par. I mean seriously, look at them! These guys are practically begging for a spin-off cartoon series. And the game isn't even finished yet.

The Basic game design document is about done. The full documentation is all written down furiously on notebook paper, all I need to do is type everything out. Then, of course, I'll realize how much more I'll need to document. Its hard for me to figure out if this is feature creep, or just me figuring out what the concepts are behind the initial idea.

November 2016

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