Design 7307

Archive for February, 2009

Ghosts of the Graveyard – Indianapolis, Indiana.

by on Feb.24, 2009, under Photography

graveyard ghosts

I took this photo back when I was still living in Indianapolis, IN. This photo was taking in Crown Hill Cemetery at the highest elevation point in all of Indianapolis. I’ve always had a fascination with really old cemeteries, and this one proved to be one of the best. It was so long ago I’ve forgotten the name of the cemetery, too bad I didn’t have a camera that could geotag back in 2002 [updated! Ana says it was Crown Hill Cemetery!]. Anyways, my friend Ana and I were there wandering around, snapping photos of gravestones for texture reference. We got to this point in the cemetery and she wanted a photo taken (at James Whitcomb Riley’s tomb) Afterwards when I was looking at the photo on my computer I noticed that her hands were burried in the depths of her massive coat which gave the impression that she had no hands, so I took it one step further and removed all semblance of flesh from the image leaving this empty shell of a person standing in what, at the time was an empty shell of a graveyard. The freshly fallen snow proved to be a perfect noise dampener, outside of footprints in the snow, not a sound could be heard from the surrounding highway and neighborhoods. This hollow emptiness of the graveyard itself inspired the creation of this photo, an empty shell of a body standing on its own at the center of this tranquil graveyard.

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The Lich Temple

by on Feb.23, 2009, under Art, Illustration

As an concept art and arena design test for Sunstorm Interactive I was asked to develop two different arena concepts for a 3d fighting game (ala tekken) with a small writeup on what was entailed for each arena, mainly one was winter themed and one was, desert them (or for them ice and fire elements). The first image is a colored illustration of one of the frames that was produced during the concept design stages of the statue and the rune pillars. [link to concept design post here] The second image was the cloud skybox developed for a quick 3d prototype of this environment.

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The Aquarians

by on Feb.23, 2009, under Art, Illustration

While interning at Meltdown Productions, I made a number of sketches, speedpaintings and illustrations associated with the game that we were developing. These two images are members of an amphibious race, the merchants and casino operators of the universe. They live underwater and operate above ground establishments. These are a few portraits of a some of the vendors.

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Random Illustrations

by on Feb.23, 2009, under Art, Illustration

These two illustrations were done while i was still in college. The aura monkey was a sijun forum collaboration, Rob H sketched out the monkey and I went back and painted it. This was one of the first digital paintings I had completed that was not a school project. The second image was one of a number of quick roughs I produced as a contractor for a studio that was producing a brand imaging package for the Zebulin Toy Company out of Seattle.

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Speed Painting – The Early Years

by on Feb.23, 2009, under Art, Speedpainting

speed painting refers usually to rapidly produced concepts, I’ve never been extremely good at it, but have fun none-the-less. This form of sketching usually involves photoshop, my wacom tablet and 30 minutes to an hour of free time. I also do a few speed modeling sessions with Google Sketchup, which for whatever reason tend to come out better than the paintings.

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Sketchbook a Week – the early years.

by on Feb.23, 2009, under Art, Sketchpad

In college I got in the habit of sketching a set number of pages a daily, or filling an entire sketchbook full on a weekly basis.¬† I carried this habit through college and into my first couple years in the industry but have since become too busy to maintain such a frequent habit. Ultimately I’ll pick up again and will start updating the gallery with more frequent work. This Gallery currently includes pencil and ink sketches that were done between 1999 and 2002.

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Level Layouts, Men of Valor

by on Feb.23, 2009, under Art, Concept Design, Design

Part of many level design documents would include a map of the level with levels of intested posted on the map with additional information, possible paths and ai encounters as well as complex scripted sequence locations. This series of sketches was for a unreleased level where the player had to destroy a fuel depot being used by the NVA. After painting their target (the fuel tanks) for an air strike, the supporting airforceman gets shot down by Anti-Air battery hidden up the hill from the depot. The player must then go to take out the AA guns and rescue the downed pilot who managed to survive. After rescuing the pilot the player must then move to a free clearing in a dried out river bed and wait for the extraction helicopters. Each of the images represents one map (a level usually consisted of 3 or more maps, the maps couldn’t be much larger than they were because of memory budgets).

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Serious Sam Level Layout

by on Feb.23, 2009, under Art, Concept Design, Design

to learn how to use a new engine or tool I usually put together a quick layout for a small singleplayer adventure. Usually these layouts would include features of an engine I needed to learn, like creating a moveable brush (like a door), spawning explosions, placing ai and nav paths, setting up a basic trigger sequence (flip switch to open door). These levels usually served as a great primer on the tech/engine itself. Sometimes you are able to finish it, and sometimes you have to just jump right in to full production and learn on the spot. This was one of the later cases. While I started working on this singleplayer map I interviewed and was offered a job at Sunstorm where I learned on the spot how to use the engine. Thankfully the first couple days I had been tinkering with the tool was enough to learn the basics and I was ahead of the game by the time I got out to Indianapolis to start work.

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Final Score buildings

by on Feb.23, 2009, under Art, Concept Design

before constructing the skyline for the Final Score prototype at Sunstorm I sketched out a few ideas, really just general buildings for some of the surrounding structures. The cityscape was suppose to be a standard California metropolis, so I grabbed a bunch of reference and got sketching. I wish I had Google Sketchup back in those days as this is now my preferred method for rapidly  building and experimenting with different types of buildings and structures. These few sketches were a few of the buildings we ended up modeling out completely.

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Lich Temple Concepts

by on Feb.23, 2009, under Art, Concept Design

Part of my initial application process to Sunstorm Interactive involved designing a few fighting arenas for a 3D fighter that they were proposing. I was given a written description of these two arenas and went on about sketching them up and producing a few marker drawings. I started by producing a few initial blue-line sketches and then produced the top down and side views. After these were completed I roughed out the geometry of the level so I could get the correct perspectives mapped out (20 to 30 minute models, nothing overly complex) and then rendered out a few camera angles for each arena. I then sketched in the details, inked and finished with marker.

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