Tuesday, 29 June 2010

poster and bird punch


official theatrical trailer for the award winning feature film /he dies at the end/*

*90% of that statement is false

also here is isyeh punching a bird.

watermill


watermill animation


scroll over to see it all, it is very big.


Friday, 28 May 2010

100 frames of stickmen


he climbs the cliff he sees a nest and a bridge. what shall we do?

Wednesday, 5 May 2010

videovideo


a quick test render of two unrelated scenes in the game

Tuesday, 4 May 2010



i heard a rumor that at the end he dies

Friday, 30 April 2010

update

hello world

Friday, 15 January 2010

ragboy

ragboy is made of rags and dimensions. he is also a boy. this is why his name is ragboy.


he has the power to take objects from any dimension and bring them through himself. however, he cannot decide what object is brought through, he simply has the ability to choose what type of object it is. ie, weapon, arm, leg, vehicle.

ever woken up one day and had your arm covered in bruises for a reason you cannot recall. it is because of ragboy borrowing it to punch a man in the face.

isyeh

with thanks to the wonderful Anna Chen here is a couple of images from the /hd/ world. the first image is isyeh.


and now i will blow your mind. isyeh is the sword, not the boy.

the next dimension

the blog has a new look, and the lack of capital letters from here on in is a concious design choice. as posted previously the game has changed an awful lot in the past month and the majority of posts here are no longer relevant to the current game, but are important for documenting what took me to this point, and so will stay.

back to work.

Title: Title: Title:

I am writing this blog post while also working on other things related to the project. It now has a name.

/he dies at the end/

I am going to be going back over this blog and editing it's appearance to take on a more uniform image compared to the rest of the work relating to /hd/. I would like to take a moment to talk about my creative process with the project, however. I reached a point midway through when I decided to make this more than just a video game and instead make it into a tiny world of its own. That comes across as very pretentious but it is the best way to describe this experience. Essentially, I wanted my work to reflect my attitudes and thoughts on the game by not simply making presentations or documents, but instead making it all link even visually with the world itself. This is not to say the world is black and white with randomly bolded letters, but more that the feeling the world gives off is that it is a little quirky in a slightly creepy way.

As an example, sitting behind me is a Gorillaz poster. Jamie Hewlett's work is all great examples of this - taking a character and making it not ugly, but not pretty - not scary, but not cheery - not repulsive, but giving off a sense of "shit, this is interesting. I want to know more about this character, who are they, what's their story, and why do they look a little fucked up?"

As much as I will be hated by my lecturer, frankly JH has probably been the biggest inspiration to me in terms of visually understanding my own project here.

Does that make me sound pretentious enough? Stay tuned for more updates this weekend hopefully including currently unseen artwork and so forth.

Monday, 4 January 2010

Separation

Over the holidays I have been thinking a lot about this game, and how I will be able to get the most out of what I have to work with (Eg, me). I have the storyline, I have the characters, I have the mechanics, but I don't have the gameplay, which some would argue is the most vital part.

So I decided to step back from it all, and separate everything, and all of a sudden it just worked.

The game I will be making is a super simple, side scrolling game, featuring an unnamed character and his sword. The power inside of the sword makes it desirable - As in, it's power is to lure people towards it, who then try to take it for themselves. The objective of the game is to get to the end of the level, simply by moving right. The player will have to fight their way through hordes of constantly spawning enemies, all of which are coming from the same location as the sword - Out of Ragboy's dimensional portals. Each opponent will take one hit to kill, and the player will also die in one hit. However, if the player does die, another person will simply pick up the sword and the player will then assume control of them, killing their former allies and continuing with their objective.

I want to go with super simple visuals, possibly even just two colour (white/shades of purple). In my head, it works without being too pretentious. In reality, who knows.