Friday, 29 April 2011

Good news?

I think
think
my GDD's all done. I might add some more enemies if it seems necessary, but other than that it's all finished.
Thank goodness.

It was kind of fun, but it's still a massive relief to have it out of the way. There really is so much to do, and it's such hard work getting everything to an acceptable standard.

Sunday, 24 April 2011

Tuesday, 19 April 2011

Fabulous

I lost my first image - as in, totally lost it. It was pretty much finished. It is now a large black square.
Seriously gutted.

I have the videos, so at least you can see what it would have looked like, but without the file, what's the point? Ugh.

I might as well have had the weekend off and just had a good time instead of doing anything. Either way, I'd end up with the same amount of work done.

Monday, 18 April 2011

Doc 1 done!

I think my first design document is done. I've done all the character pictures, I've put in some bosses, I've added some illustrations for the mechanics and I've finished the story and all the possible endings. Whew.

Next is the nightmare that is Doc 2. I think this one needs the most work.
Ugh.

Anyway, I'm glad I made some progress. I remember at the start of the year, Josh said, much to my disappointment,  that we couldn't do pointless stuff-happening-for-no-reason sort of horror in games. At first I saw this as a hurdle, but now I'm actually fairly glad we couldn't do it. It made me really think about the plot; why are things happening, and how can it be made interesting but still 'believable'?
I got to learn some pretty neat stuff while I was trying to come up with a solid story. One of the endings is that Don basically suffers from Kleine-Levin syndrome. It's a very bizarre but interesting condition, and it's probably the most logical reason for how someone could be hallucinating and stuck in their dreams.

With all the endings, I tried to tie them in with the story somehow. That way, regardless of the ending, the player could still see it making sense in relation to what they've been through already. Ideally, I would have had a lot of moments that show the player which ending they're heading for (such as secret levels, path-specific cutscenes, etc) as well as more choices to change their path. However, this would probably have killed me, because I'd have to come up with a whole tree of events, levels and choices. It'd be cluttered and much too confusing. As it is, the player makes 2 specific choices, and these determine the ending they get.

Whew.

Sunday, 17 April 2011

Uh oh

My computer's almost full. I don't know how it is already but I suspect these development videos. I'm not sure how to make them smaller without them being bad quality.
This is sort of a disaster. I can't do all my characters with the amount of space left!!


ARGH


GDD date's coming closer too. I didn't realise just how close until Jack reminded me. Luckily, I've done everything that basically needs to be done - that is, there are no big holes in my work as far as I can think - but there's a considerable amount of fixing up that needs to be done in the next couple of weeks.

Saturday, 16 April 2011

I forgot to post these

More finished ones.








If there's time, I'll be changing aspects of some of these (Most likely the Horror ones). There's bits I'm not too happy with in them, but overall I think it'll do.
Also, the Western Fantasy Assassin is meant to have really long legs, but the pose makes it look like a mistake. It's a shame, because I think this particular pose suits her better than standing ones that show off the legs better. I'll just have to explain it in the book to make sure my intentions are clear.

Friday, 15 April 2011

Horror Tank

I feel like I finished this too quickly. It's not as detailed as I planned (I was going to painstakingly draw every limb in detail on the body), but I don't really have time to do something that would probably look too busy and get deleted anyway.



Well, I'm glad I finished it today. It was one of my most dreaded pieces, and having it out of the way feels like a big relief.

Thursday, 14 April 2011

Another one down

Range 1920s.




I've been using Blurb and trying to get everything compiled for a book. I think this software was made by someone who despises the world. It's sinfully painful to get it working at times.
I've stopped thinking about how much time is left. I really am too nervous to consider it. I'm just trawling through and hoping I get enough done. It's not worth the terror of counting the days.

Monday, 11 April 2011

One down, millions to go

I finished the Eastern Fantasy Support. It brilliantly crashed a whole lot so about half of the video is missing (hooray!) but at least the picture is done. I spent a long time perusing Japanese pictures when drawing it. It was really, really hard to pin down what makes a traditional Japanese picture look like a traditional Japanese picture, but I think I hit at least some of the key points:

1) Canvas texture
2) Background (Will pop one in later)
3) Calligraphic lineart - though a lot of pictures had quite simple lineart, it helps to make it look authentic anyway
4) Pure black hues
5) Smoothy straighty "wavy" lines - I really can't describe it. It's just something I tried to get a feel for.

The basic idea behind this character is that he's a Houngan sur pwen from Africa who was taken to and raised in Japan. The skull is a mix of a Gashadokuro and a fetish used for healing, protection, divining and other things.

Saturday, 9 April 2011

ARGH

I'm getting rather sick of all the corrupted videos for my project. One or two I could handle, but when every picture gets maybe 4 or 5 ruined segments, especially in the crucial bits of drawing, it's really not okay. It's several hours of development down the drain. 
CamStudio is really crummy for recording important things.

In better(?) news, I applied for more jobs today. I really hope I get something this time! There were some jobs in particular that seemed like great opportunities - exactly the sort of thing I'd want to do - so fingers crossed especially for them.

Friday, 8 April 2011

Maybe I can do 3D after all!

Sorry for being arrogant, but I'm really proud of myself!! I can't believe how well it turned out. I know it's not brilliant by normal standards, but considering I was so unconfident in my 3D ability, I think it's so much better than anything I've done in 3D before. I'm so pleased!!!





I did have to use a tutorial to do it, which I was grumbly about at first. I tried not to be overly dependent on it so I did my own model rather than the one in it. I feel like, if you follow some tutorials exactly, you don't learn how to do anything for yourself; you just learn how to make the thing in the pictures. By doing this model, I had to think how I could apply what I was learning and how to actually use it myself. I really felt like a learnt a lot too.

Thursday, 7 April 2011

3Dizzle

If you like uncanny valley, you're going to love this.



It's not finished, but I don't think it's going to look a lot more different. I tried really hard on it, and even though it is a bit eerie, I'm happy with how it came out. I figure it makes a good addition to my Honours too!
It's taken two days so far, and while that isn't a very long time, I think doing a body will take up too much longer when there are other things I ought to be doing.

I'll post wireframes and the UV when it's all done. Hopefully it'll only take a few minutes tomorrow, then I can get back to those final pieces.

Wednesday, 6 April 2011

Well,

I got my first rejection letter. I'm dissapointed, but I'm also pretty thankful I got something considering how many applications I've sent off. I haven't had a single reply before this one. At least they got back to me.

Better than that, I was really lucky and got back a lot of advice on how to improve my chances as a candidate. I wasn't expecting it but I really appreciate it! There are some really useful tips in there, so hopefully I can use that and get better.

Sunday, 3 April 2011

Just gonna write a quick good news post.

Apparently there's a new Rockstar game coming out set in the 1920s. I figure this is really good for me, because it shows that the 1920s style I did for Honours is a popular choice for current games. I guess I made the right choice!

Thursday, 31 March 2011

Horrible Week

Between taking care of an invalid and intense landlord drama, I haven't had a productive week unfortunately.

In short, I no longer have a decent connection to the internet.

We had an email about the degree show from Craig today, and apparently everyone who requested a monitor will have to share one with up to 3 other people. I felt a bit bad that, as a character artist, I get equal allowance as a 3D modeller, so I offered up my space to give someone a better go.

We had an Honours pin up on Monday. It was nice seeing all the work on the wall, but I wish there was a bit more. I put up my favourite characters and got to work on the 1920s background. The past few attempts I had were just awful and I felt a bit miserable doing them, but the one from Monday went a lot more smoothly. It's not finished, but I felt a lot more in the zone and I think it's already a big improvement over the others.


Friday, 18 March 2011

Jennifer

I should mention that the monster here is just the mouth thing, not really the girl. 
Jennifer is a parasite that lives in the mouths of its victims. It spreads its eggs to new hosts, where it grows more parts. I guess it's a zooid of sorts in that they're individual organisms, but they act as one unit. I think Jennifer could do with more detail, like little barbs or sacs to make it a bit more gross, but I'm happy for now!

Toby

Next monster done. I used a different style for both him and the background. I want it to be like an archive made by many people; someone sees a monster, draws it, puts it in the book. I hope they're looking okay so far.

Wednesday, 16 March 2011

Reginald

It was suggested a while ago that I do monster pictures for my Honours. I did my first one today.
I'm no good at naming things so for now, all the monsters are going to have regular names, like Alan and Kevin and Tim.
This one is Reginald.





Reginald is based off a monster in a nightmare I had recently. I don't really remember what happened; something to do with hell, and he was turning everything hellish and scary and trying to take people with him. 
I don't much like the background, but Josh and Rhoda said that it's good to have backgrounds for characters sometimes. It shows context and atmosphere. So, I gave it a go, and I guess it gets the feel across!

I also didit in a sketchier style for 2 reasons:
1) I'm better at it than super-polished things
2) I think it gives a nicer look for a monster book; like someone saw it, drew it and documented it rather than it just being a glamour shot.

So yeah.
Please tell Reginald what you think of him.

Monday, 7 March 2011

Mixed Day

You know how I said I'd be gutted if that picture wasn't perfectly finished?
It isn't. :(
Rhoda and Josh said that, if I'm planning to put her with other characters, she needs to look more like she could be interacting with them. Also, the intended setting doesn't suit the lighting on the picture. They're right, but I wish I'd done it better first time.
I got to see both Rhoda's and Josh's art today. It's kind of obvious, what with them being our tutors, but they draw so well. I wish I could be that good. I feel like I need to push myself a lot more to be at a standard where people would want to hire me.

I got to see Rhoda's creepy puppet today! It's sort of a skeletal Pinocchio. It was so cool but I was terrified of breaking it. Jack hated it. I don't think he likes creepy things very much.

Sunday, 6 March 2011

Done!!

I finished the Assassin. I don't like it as much as that headshot I did, which is a shame, but I kinda like it. A bit. Maybe.

It took exactly as long as I thought it would - 16 videos - but 2 of them are corrupted, which means I have 14 in total. I have the start and the end, at least.

I really hope there's nothing wrong with it. If there is, I'll be a little bit heartbroken because it's going to be pretty hard to change.

Friday, 4 March 2011

Great news,

The colours on one of the videos has screwed up. Assassin's skin is blue. Desperately trying to fix it in Adobe Premiere.

So...
... Good thing I only did it in blocks, then. 

I could have recorded an 8 hour video that screwed up and effectively lost all of it.

Scaaaary stuff.

EDIT: Video is actually the right colour in Premiere. What?? Something is really messed up here. Any ideas?

Thursday, 3 March 2011

Great song, or GREATEST SONG

Just to make sure it works! Jack suggested saving it in chunks, lest I lose the vid. This way, I only lose a bit.


For some reason, none of the toolboxes show up and the bottom of the screen is cut off. I don't know why that is yet, but I'll try to figure it out for next time.

All the rest

I'm starting the final images soon so I'm uploading all the characters that I haven't yet. There are still 2 more waiting - 1920s Civilian and Eastern Fantasy Tank - and they are designed - but there are some things I want to change about the pictures. They'll be up soon though!
Well, it's time to have a go at the first proper picture. Wish me luck!




Friday, 25 February 2011

Slow Weekend

I haven't done anything big specifically out of lesson these past couple of days. I did brush up on some art practise though. One one hand I really like doing it because I can learn really valuable new things that I can apply, but on the other I hate it because I feel dumb for not working it out myself.
For example, I learnt some new stuff about perspective. I was just thinking, "Why didn't I do that before? Why didn't I notice that this shouldn't be done in this way?" At least I know now, but I wish I was a little smarter and could work these things out for myself.

Anyway, I learnt about perspective, colours (Especially good considering Futures!), lineart and depth. Good stuff.

Right now I'm going to be doing some hardcore work on GDD because there's a big document coming up for it. I'll write more about it later!

Monday, 21 February 2011

Kindrupdate

It's been a long time since I discussed Futures but I've had some big changes made to it in the past couple of weeks.

Bev and Carleen helped me get back on track with it. It finally feels like a unique idea with something new and fun. It uses sign language as a core mechanic, such as for communicating with NPCs, your pet and maybe other online players. It'll be actual sign language too, so it can be used to teach the basics. I'm normally not a big fan of educational games because they can be quite dull. I had one for my GCSEs. It was a barely a game. 

I think one of the most important things to bear in mind when looking at educational games is that the learning has to either be subtle, or made into a decent mechanic. If Kindrits was just a game where you had to answer set questions in sign language, I think it could be dull, but to use it as a fully interactive mechanic that can be used to train a cute little pet too will make it more accessible to kids.


Anyway, we have to hand in the first few pages of our pitch documents tomorrow. I think I have about 8 that are fully finished and the rest have at least all the necessary text. All that's left is a couple more pictures and it should be completely done!

Hons Feedback

I got lots of really good feedback today. Josh and Rhoda suggested making books and fabric hangings and things. I'd never considered doing that before but I think I'd love to do it. Josh recommended making a book of monsters. If I have the time to come up with a few more, I'll definitely do it!
I might have to cut 1 or 2 of my genres. It'd be a shame, but they might not really add anything new to the project.

Rhoda mentioned a big book, like a 'making of' sort of thing, which would be really nice to present. It'd be arranged by genres, and I could have it set out like, 
character profile, character image,
development work; 
character profile, character image,
etc.

That way, the finished picture is the first thing you see, then you get a nice biography with it followed by some little sketches and notes.

I asked Craig for a monitor and speakers on my booth. It might look too busy with the extra stuff, but I wanted to have a video of drawing all the characters with narration over the top so people can see how I draw things and why I chose to do what I did. It shows that I thought it all through, and with some music it could be a nice little display!
(If I get the speakers, I'll have some headphones with it so it doesn't disturb anyone else.)

As for the fabric hangings, they'd look so good pinned up either end. I could pick my two favourites and have them blown up and fancy. Can't wait!!


Just have to do everything now.

Eastern Fantasies

I began the new group last week. I got off to a slow start, mainly because of the research. I don't know a lot about Japan and I wanted to make sure it was fairly accurate aesthetically and historically. There are some sites that have a lot of good info - though some were a bit hard to find - so I've been trying to catch up now. So far, I've done Civilian, Range and Support, and I't part way through the Assassin. The colour scheme (If you couldn't tell) is black, white, red, yellow and a bit of pink.



Friday, 18 February 2011

Last of the Horrors

I really dislike this one, but there doesn't seem to be much I can do for it. That's pretty much what it does, there aren't more poses than that and it's just a shadow. Shadows don't have shading since they are shading. It makes it look flat and messy and horrible, but what can I do?? I think the final image could look okay, but there's not much I can do concept-wise.

Wednesday, 16 February 2011

Horror Batch

I'm having a great time with these characters, I really am. I'm a sucker for horror, so getting to do this team now has been a bit of a pick-me-up.
Time's running out so I'm not spending as long on these design sheets. I'm aiming for 1.5 - 2 finished per day. That way, I get plenty of time to do my finished pieces. This means cutting it down to 1 coloured picture, several finished linearts and maybe a shaded one if it seems to need it. I'm trying to get some essential poses and things down so there's a decent reference there rather than a set of useless images.

Anyway, here are the Civilian, Range, Support and Tank!
EDIT: Looking back, they seem a little bare. I might add more pictures, especially on the Civilian and Support.




Friday, 11 February 2011

Characters

I finished the Western Fantasies and I moved onto Horror. It's a lot harder than I thought. I did the Soldier, and now I'm on the Tank. I can't think of many (Or any) poses for it as it's just a big lumbering... thing. Also, I want to have detail on it that'll take forever to draw. I'm not going to go all out at this stage because it's too much, and hopefully it won't drag me down too much on the final image.






Looking at the WFantasies again, I think the Tank needs to be bigger. The problem is that I was relying on her summons to be the 'bigness' of her, but when they're not with her, she looks very small. I'm thinking more armour will help. Maybe I should make her something other than human, then add some extra details to make her seem a little more punchy.



I need to find the time to fix up both of those Soldiers too. Panic is really beginning to set in now.

Thursday, 10 February 2011

Words Day

I haven't written a blog for a while. I'll start with GDD.

Well, we had to hand in our first document last week. It was story overview, characters and script. Unfortunately, I got carried away with the story and happily rambled on for a solid 9 pages. Some overview. It's cutdownable, but I wish I hadn't waffled so much. I always write too much or too little.
It needs more pictures, but I was able to do a couple of them and all of the writing. I did pages and pages of mechanics, with proper stats and everything. Hopefully the effort will pay off!

I started a new level today: Deluge. It's a water type world, mostly things like sewers and aqueducts. I really want the puzzles to be sort of lateral rather than the typical gamey 'push these buttons in this order' or 'put all the pieces in the right place'. I was looking at Half Life videos for some help. They're really clever; like, what you would do in real life rather than what you'd expect to do in a game puzzle.

I also want puzzles to be solved in different ways if possible. This is really hard to design because it requires not only thinking of a unique puzzle, but thinking of one that has enough depth to it to be doable several times. It's like combining 3 different puzzles into one.

I came up with one puzzle so far. I won't bother trying to describe it now, because without a picture it'll be hard to understand. Basically it's to do with water levels. I hope I can make at least 2 more good puzzles for this world.

... Levels are hard.

Monday, 31 January 2011

Applied!

Application is sent away. I'm not going to check over anything because it's too late to see if it's okay, and if there are any stupid mistakes I'm just going to feel awful about it.
I'm terrified.
Here's the revised Range picture. I think it looks a lot better now. The background makes more sense. It's  a shame to discard the old one, so maybe I can use it for a different picture!

Rare Application

This is harder than I thought. I only have 2 hours left to apply and it seems like everything needs to be fixed. The Range picture I drew really lacked energy. Rhoda and Josh helped me to make it better, but it took up so much time. I wish I'd done it right first time because now I'm worried about the standard of everything else.

The 1920s Support was taken from the portfolio and replaced with concept work of the Assassin. I feel a bit bad about it, because now I don't have any male characters to submit. It might make me look a bit repetitive with characters.

Hopefully I'll be set to submit my application soon. Fingers crossed.

Saturday, 29 January 2011

Maybe Enough

I've got 6 images together for my portfolio. I'll see if I can squeeze anything else in,  but if not, I think this is an acceptable amount.







I thought it'd be best to refer to my Range as Sniper, just to be sure they get what she is. Range is kind of vague.

I have to include a covering letter and a CV. I don't really like doing either because
A) I never know what to put in a covering letter
B) I don't particularly like publishing my botched A Level results
C) I really don't want to be judged for these things over my pictures.

Criticism would be appreciated, but I'm hoping I don't have to change something that would take me hours to fix. If it comes to that, I'll just have to switch pictures.

Western Fantasy Range

Hoping to use this in my portfolio.

Tuesday, 25 January 2011

Futures Group

Got some more feedback for Futures today. Everyone was so helpful and now I feel like my game makes more sense. 
Kindrits is going to be less based on RPG and adventuring, and more focused on training and looking after your pet. I'd like to keep a little bit of action in it though, because it's always fun for people to customise their characters with new clothes and things.

Basics of what I have so far:

-You get one Kindrit in the game (Though maybe more later).

-You sort of choose what 'animal' it will be; dragon, hippocamp, sphinx, potato, whatever.

-Every Kindrit has a uniquely generated personality; maybe your Kindrit will have a good sense of humour, maybe it likes cuddles, and maybe it hates yellow hats.

-You can change your Kindrit as you progress and unlock new parts. These parts might enable it to do new things, such as fly or breathe underwater or deal more damage.

-Your Kindrit communicates nonverbally through fairly exaggerated cues, and by changing the colour of 'mood patches' - spots of its body that are visual indicaters of emotions.

-It's up to you to understand your Kindrit, but NPCs might give you tips if you seem to be struggling.

-You train your Kindrit to complete tasks. The better it does, the more rewards you receive.

-Your Kindrit can be good or bad depending on how you raise it. This will affect how it behaves and looks.


Without giving too much away (You never know who could be lurking to steal IPs), I was really impressed by OJ's and Laura's games. I didn't get to see Laura's when we were marking the posters, and it's a shame I didn't after hearing about it. It's really clever and appealing. It seemed to sum up the idea of Futures well, because it's a game that makes sense to come out in a few years. It's well researched and could easily be a hit.
OJ's was a great idea that I'm surprised no one has done yet. I saw his poster last week and thought that it was a good idea, but even then I'd really underestimated the things he'd planned. It would clearly be very popular, and I really hope he can get it going. I think he'll be very successful if he does.

Monday, 24 January 2011

Fantasy Progress

I started work on my WFantasy Range today, but my hand's just seized up.

I've done my Soldier and Support, so I'll upload them tonight. I've also done more detailed pictures of their weapons and basic 3D models. I asked Rhoda a week or two ago about doing props, and it seems to be a good idea to do some detail for at least a few of them.
It's surprisingly fun.

There was an internship mentioned in class. I want it so much. I'm trying to find some decent pictures to send off, but I don't have many that I'm confident enough to use. I only have a week to get something together too.

Saturday, 22 January 2011

COMPUTER SEIZED

Stolen Jack's computer again.

I got into a fight discussion with Jack about characters in games again. He thinks they don't need to be well thought out and I think they do. Eventually I could admit that not every game needs them to be great, but in a stage of game development where people are trying to make games that can be as deep as films, the characters need to be brought up to standard too.
Jack countered that film characters are not deep and interesting a lot of the time. I counter-countered that this wasn't a good thing.
Games also would benefit from better characters even more than films because, a lot of the time, you are the protagonist. You take them from place to place, you make their decisions and you get to see their personality closely. Because of this, good characters make a good game even better.

Of course, I don't think the problem is strictly with the developers. When you have an audience screaming that Generic Character is soooo kawaii and the epitome of awesomeness there's no reason why they should risk making a character that does not appeal when the formula in place already works so well. The problem with that is, when a great character does come out, people who appreciate these values go nuts for them; they're really well received and they're loved by many. Compare that to a game with the cutesy girl with little clothes on, or the big buff man who just wants to blow shit up, who may get the vote from a few but who don't strike many others as an asset to the game.

Of course, in games where story isn't a major issue, the point can be overrided. For example, I really enjoyed Gears of War despite the minimal personality of the characters. If, however, the game was trying to convince me it was a deep one, I don't think I would enjoy it so much, because the emphasis would now be on these flawed characters. But, as a post-apocalyptic game about gruff, sardonic guys trying to get through a gritty war, they fit well and the depth isn't required.
Preferred, but not required.

Wednesday, 19 January 2011

Disregard

I don't have internet so I'm borrowing Jack's computer while he's away.

We pinned our Futures posters up yesterday. There was a big range of quality. Some were really well thought and out looked great, while others seemed a bit rushed. Like, there were a few that were missing taglines and some of them didn't really look like games.

I felt really queasy and I had to leave early. I've been so ill this year. Every time I start to get better, something else gets me. I hate it.

We had to give feedback on everyone's work. I'm no good at that sort of thing because I don't know if I'm saying something helpful, and I don't want to upset people if I say something bad.

I got some good feedback though. The general vibe I got was the the background looked too empty - so make the face bolder or put something else there - and make the screenshots bigger and more detailed. Sounds like good advice, and if we get to resubmit the posters I'll try to do it.

Monday, 17 January 2011

Western Fantasies


I started work on the Western fantasy characters, mainly assassin and civilian. Since we have flat viewings approaching (props to landlord for being so vague with the actual days of them), I had to take out my wireless again. Jack's been nice enough to let me borrow his computer to upload this.
The memory stick digested the assassin so the Photoshop file's now flattened. I might have a deflattened one somewhere if I'm lucky.

I kind of hit a snag with outfits for both of them, as neither really looked like proper Western fantasy. After doing some research, I realised that I think it's because they weren't revealing enough. I'm not a major fan of pointlessly sexy outfits, but without it, it didn't look right. So, I gave the assassin an exposed middle and the civilian some cleavage and hips.

And yeah, their proportions are odd, but I'm trying to go for two completely new fantasy creatures. I don't want to hog Jack's PC for too long so I won't go into depth, but basically
assassin = extra long legs, kind of short torso, wide glarey eyes.
civ = big head, long neck, wiiiide hips, tiny hands and feet, looks like a goat.


Sunday, 16 January 2011

Kindrits

For Futures, we had to make a poster for a game relating to what we thought would be popular in our essays. I spent a decent amount of time on it, and finished it yesterday evening at about 9ish. I was then up until 2am trying to get a name for it.

That's FIVE HOURS.

In the end (With help from Jack in the form of names like 'Twid'), I came to Kindrits. The idea behind the game is that, as a rite of passage, everyone is paired with a soul-mate type creature that you're bound to for life; like a shared destiny thing. The name is a mix of kindred and rite to show that you get your familiar when you earn it, and it makes you whole.

It's not flashy, deep or clever, but it's aimed at kids who just want to sink their teeth into a fun hook, so I figure the best way to do that is with just showing off what the game involves: swords and a magic pet.

Wednesday, 12 January 2011

geedeedee

Not sure how much we're expected to have done tomorrow, but hopefully I've done enough. I'm annoyed with how long it's taking though. In my timetable thing, I said I wanted to have done a whole level - all three tiers - the finished story and more characters before Christmas. Well, it's now after Christmas and I've only done an isometric plan of one tier, half the story and very little on the characters. I definitely thought it'd be easier than it was. I guess I forgot that one level with 3 tiers = 3 levels.

I'm quite happy with the plan though. I told Stu I'd only done 1 new picture for GDD, which is only sort of a half truth. While it is only 1 picture, it's one big plan with at least 4 screenshots and a walkthrough. Not great, but not too bad. It currently looks like this:



The original is ridiculously big: 10,000x10,000 pixels and 600mb. Hopefully I can keep adding more to it tonight.

I decided to do the bosses based on the chakras. The good news is that it gives me a base to start designing. The bad news is that I have 9 levels planned, but there are only 7 chakras. I'll have to work around that somehow. I'm thinking that I could use the Third Eye as a three-in-one sort of chakra - two bosses could be first and second eyes maybe.

Tuesday, 11 January 2011

Yewnee

First day back yesterday. Wasn't too bad! I put 1920s on hiatus and started work on Western Fantasy. I feel more motivated now that I'm doing something new.

Jack and I gave Rhoda a bribe souvenier from Germany as a thanks for all the help. There was this stall in one of the markets that sold these nice little elf models, so we got her one. I got one for myself, and I love him. If I go back to Cologne, I'm going to get another. And another.
As many as I can.

I don't have internet at home for a few days as I had to take out the ethernet cable. There's a PAT tester or something coming over, I dunno. Landlord doesn't like the wires for some reason.

Today's Futures, and everyone seems to be itching for their results. I hope we get them today, and I really hope I did well.

Saturday, 1 January 2011

Did you know

There are no jobs out there.

NO JOBS 


It's worrying. I'm struggling to find things for character concept artists other than senior/lead jobs, and I obviously can't do that. I hate this stupid thing that students coming out of any course face.
Look for job
Find a job that requires prior experience in the field
Have no experience
Look for job
Find a job that requires prior experience in the field
Still have no experience
Look for job
etc
What is anyone meant to do?? How can someone get a job when the thing you need to get it is only available after having the job??


Help.