Wednesday, February 1, 2012

New Game - Streams

I participated in the Global Game Jam last weekend, and it was a resounding success. In fact, just turning up to this event made it a success. Being around so many eager, like-minded, positive development is a beautiful thing, and inspiring to say the least.

I met/formed my team on the day, and we took the moniker "Blip" later on in the piece. The constituents were Ed, Leonard, Hu Hu, Andrew(design), Andrew(code), and myself. We came up with a nice little game called "Streams".


Please, play it and get some high scores going! I managed 20k+ after a few rounds, but I'm sure others can top that.

You can find all the necessary downloadies at Leonard's website - http://leonardfrankel.com/#streams

Thanks for reading,
Zac

Thursday, December 29, 2011

New Art

Well, it's been ages since my last post.

In that time, I have moved from Jakarta to Melbourne, into unemployment, and onto some of my own projects.

It's been quite a while since I sat down with the tablet and actually drew something, so today marks somewhat of a special occasion.

I was mulling over this type of scene a little the other day, and then, after seeing The Iron Giant again, was inspired to draw. I'm a little rusty, but it was a good exercise to get back into things.


Cheers,
Zac

Thursday, October 6, 2011

Been oh so busy

Just a quick update - I've been in Jakarta for about a month now, working on various projects for LAI Games and Matahari-Leisure. My job is to manage the development of our new video-game engine, and set up the whole development process. It's been lacking in the company for some time, so hopefully we can set things right and get everything running a lot smoother!

It's been pretty full on, and to be honest, after a full day of staring at a screen and working through hardware/software issues with multiple platforms, coding is the last thing on my list of relaxing past-times!! That said, I have been steadily formulating plans for a game that I've wanted to make for about 9 months now. It will definitely be interesting. Also, had a few ideas for artwork. Will try to get something done soon, as I need that creative release.

Also, R.I.P. Steve Jobs. Really sad to hear of his passing.

Cheers,
Zac

Wednesday, August 31, 2011

A lot of progress

I have been sick for the last few days, so I took the time to do a little reading and programming.

I'm reading "Flow" at the moment, slowly making my way through it, taking notes, and generally trying to cement as much of it in my mind as I can. It's a phenomenal book, and definitely worth a read if you are into game development.

In terms of programming, I'm still working on Granny Jump in App Game Kit. It's actually coming along really nicely. I reckon in a few more stints of coding and I'll have something cool to playtest. It's already fun, with simple squares a place-holders. This is good.

It's late, and I'm tired, so no screenshot, and off to bed it is.

Cheers.

Tuesday, August 30, 2011

The mid-painting-slump

I do a few digital paintings from time to time. Usually my muse and I enjoy a short lived relationship, lasting no longer than a few hours or so. After such a time, I find it very hard to return to a piece. With that in mind, I try to get all my paintings done in one stint.

As my mum, and art teacher, has told me on many occasions, there is a part of the painting process that is, more often that not, a tiresome affair. I know it as the mid-painting-slump. It's the time right after the original idea has gripped you, all the sketching is done, and block colours have been whacked in. It's the time where questions really start arising. Is the concept solid enough? Can I complete this to be as clear on paper as it is in my head? That translation from head to page is sorely tested at this point.

I had an interesting run in with The Slump last month. I was in Indonesia for work, and of an evening either enjoyed a few beverages, or tried to do a painting. One particular night I started work on a painting, then, half way through, right on the cusp of The Slump, we decided to go out for a drink at the local bar. This left me in an interesting position. I had an alright feeling about this painting, having been heavily inspired by this blog post. It fitted perfectly in with my Lantern Guy's world, so I decided to try my own hand at it.

The Slump hit just as I was about to leave, and this is what it looked like -


I was a little bit worried about the painting at this stage. Thankfully, we weren't out too late, and my muse had kindly stayed with my artwork. It seems that sometimes she believes in an artwork more than I do. I was able to push past The Slump, and engage with the piece on another level entirely.

There are several things I find help get me past The Slump. One of the key problems is that once I start a painting, I like to follow my mentally defined pattern of how the painting should be achieved. This can become quite static, as the process of painting is much too organic and hates to be limited.


1. Break some rules.

I do something I wasn't expecting. I add something, a layer, a detail, a mark, that I would normally not add. I let myself relax into the exploration of the theme. Some of my brush strokes might suggest a new form, and I just follow it and see what happens. This is a LOT of fun.


2. Stop thinking, and start detailing. 

Another thing I find very enjoyable is to pick a random spot on the painting and just work it. I define some edges, blur others. Add lighting, add warmth, cold, contrast. Most of all, I love adding little lines. Edges are so interesting, especially when some are lost.

When I engage with these two new practices, I get into the flow section of painting. I forget time, and just engage. This is, for me, the most exhilarating part of making art.

For this particular painting, these two practices worked perfectly. I'm sure there are more things I do, and I am sure others have more successful methods, and I'd love to hear about them!

Finally, I finished the painting.


Thanks for reading!

Monday, August 29, 2011

Games I've worked on

I was asked recently for a link to games I have worked on. I realised I have no such linkage.

To remedy this, here is a list of, to date, the games that I have worked on in some capacity. This list is limited to games that actually ended up happening (or even finished). Which is a pity, as there are a lot of OLD games I worked on as a 12-17 year old that were horrible and AWESOME, but I'm not sure the internet has them in their memories. So, the real list is as follows:

  1. Office Wars - concept/prop/texture/etc artist with Tim Randall
  2. The Great Migration - art, design, animation etc with Immigration Office (2009)
  3. Snowman - art, design with Henrik Pettersson (http://vghpe.blogspot.com)
  4. Lantern Guy - Uni project - Design, art, code (Sound by Delia, character by Amjad)
  5. Little Dino's Big Adventure - art, design, animation etc with Immigration Office (2010)
Ok, for now, that will do.

I am sure there are more, and I'd really like to find them all. It was pretty fun tracking them down, and I'd love to find some of the older projects I worked on.

I'll update this list as I reveal the games!

Cheers.


Done for the night

I was able to do a little tonight, and mostly achieved my goals. I do seem to get derailed a little, as my goalposts move as I develop. I wanted the grannies to move in a certain way, but upon reflection, it wasn't nearly as thought out as I thought it was.

I did get the player jumping correctly, and was pretty happy that App Game Kit has the GetButtonPressed() function. It made things a lot easier. Small mercies, eh?

The grannies will have to wait a little for now, but things are coming along. I wanted the player's jump to be controlled by code, and not physics, as I would have to stop it from freaking out should it be hit. Fixed this by making the player sprite kinematic.

A wonderful image to ponder.


Unless I get the urge to write some more, goodnight!