http://www.youtube.com/watch?v=Gkxolne0U5U
I would really appreciate it.
But it's up to you...
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Saturday, December 15, 2012
UDK Video Tour
You guys saw the beauty shots from my map.
And now, as promised, here's the video tour through the great city of Su'Darim.
Hope you like it!..
This was my first completely custom UDK map.
My class and I (about 20 students) made all of the props and building.
Each student did their own map using the collection of props.
Check out my website where you can see the props, beauty shots, and EVEN my board game!
Saturday, December 8, 2012
Old TA Projects
Even more work from last year, second semester. These were assignments from Traditional Animation class. It was very tedious work...
This first assignment was for a basic ball bounce, moving across the screen...
Next project, we added a tail to interact with the ball as it bounces and soars through the air...
Next, we did a basic ball bounce heading off into the distance. I enjoyed this assignment a lot...
We had our ball bounce final, where we had to include a ball bounce somewhere in our animation. This gave me an excuse to make a tank...
During finals, we had our animal jump. We pulled an animal type out of a hat. I got a opossum. I decided to go with the classic red-neck opossum. His name's Skeeter, and he loves PBR...
This was my favorite project in the class. We had to animate a flour sack in some way. Mine was trying to escape...
Hope you enjoyed these... More videos are to come now that I found out how to post 'em!
Monday, December 3, 2012
As promised!..
Finally, here's the world I built for 3D class. The entire class constructed the props to fit into the concept for our environment. It's gone a long way, and it was really exciting seeing everyones work.
Presenting the ancient city of Sul'Darim! (gee, that name sounds familiar)
This city concept actually helped inspire my board game.
Enjoy!
There will be more images to come... and even a video tour!
Sunday, December 2, 2012
Art from SKYFURY Commercial
Our latest game design project we had to make a commercial for our board game.
I decided to mix in some animations with my gameplay footage.
I sketched up some zeppelins and threw them into Adobe Flash CS6.
Here's some of those thumbnails!..

Maybe once I figure out how to post videos on this blog I'll get the commercial on here.
Until then, keep enjoying the artwork!..
I decided to mix in some animations with my gameplay footage.
I sketched up some zeppelins and threw them into Adobe Flash CS6.
Here's some of those thumbnails!..
Maybe once I figure out how to post videos on this blog I'll get the commercial on here.
Until then, keep enjoying the artwork!..
Progress on the MAP!
We all finished completing our UDK maps last week...
but just as a teaser, I'll post some of my process work.
This is stuff I should've posted a while back, but I've been pretty busy lately. Check out the progress!
I'll post the finished product tomorrow...
but just as a teaser, I'll post some of my process work.
This is stuff I should've posted a while back, but I've been pretty busy lately. Check out the progress!
I'll post the finished product tomorrow...
Friday, November 23, 2012
OG High Work
I just happened to find a usb with some older artwork in it!
Every student did a different part of a skeleton. In the end we would hang them all on a wall to compose the full body. It didn't really work out as planned, but I really liked the canvas I used...
This is all of the stuff I put in my portfolio back when I was applying to colleges in high school.
Hope you enjoy.
Pretty much all of these pictures were based off of assignments I had in my AP art class senior year.
I'll give you a rough summary on what they're all about...
This assignment, we simply had to draw an article of clothing.
I chose a Cherokee head dress...
The goal of this next picture was to portray "circulation" in some way...
This was a still life our teacher set up. She piled big suit cases of luggage on top of each other and left an empty birdcage on the peak of the pile. It was our job to incorporate some kind of object into the image. I chose a dragon...
I honestly can't remember the criteria for this assignment. Sorry...
Every student did a different part of a skeleton. In the end we would hang them all on a wall to compose the full body. It didn't really work out as planned, but I really liked the canvas I used...
Another smaller still life where we had to incorporate a classroom object, with an object that we personally had on us. I chose a stuffed, one-eyed bird from the classroom, and my phone from my pocket!..
We took photographs of ourselves and then graphed our faces onto a sheet of bristol paper. From there we did self portraits with contrasting colors, painting each segment, one by one...
This was a drawing I did over my junior summer to present on the first day of AP art class...
We had to find photos of people in magazines and then recreate the photos with the images of the people missing from the compositions...
We compiled several images from magazines onto our canvases. From there, we blended these images into our compositions. Can you spot the three torn pages from magazine?..
It's strange for me to look back at these pieces. I've attained a lot of new knowledge from Ringling, and to see my old work makes me want to recreate them, especially with the things I know now.
Maybe one day I will...
Monday, November 12, 2012
Board Game Completed!
It is finished...
SKYFURY is complete!
If you want to play the print and play version of my game, check out the link below!
Hope you enjoy, and give me some feedback.
Saturday, November 3, 2012
Thursday, November 1, 2012
Skyfury Thumbnails
Here are some concept sketches I've done for my board game. Hope you dig them.
These are some ideas for certain cards...
These are some ideas for certain cards...
Here are the thumbnails...
Hah, I just figured out how to title my stuff... noice.
New Assignment. We have to pull a card from the deck of lenses today and post about it on our blogs. So here I am, right now, in this moment, posting it up. The card I got was The Lens of CHALLENGE!
I was pretty scared, so I looked it up in the book. The questions included:
What are the challenges in my game?
Are they too easy, too hard, or just right?
Can my challenges accommodate a wide variety of skill levels?
How does the level of challenge increase as the player succeeds?
Is there enough variety in the challenges?
What is the maximum level of challenge in my game?
The challenges of my game include navigating through a hexagonally-tiled map using up to four different class ships (each have a different movement and attack radius), destroying your opponents fleet, claiming "plunder points" and drawing cards, understanding which direction a ship faces when it moves, and most importantly, rolling dice.
Players who play for their first time tend to always have problems in the beginning with the directions their ships face after movement but they catch on quickly. The most important thing I need to fix right now, are the instructions. They need to easily explain the game rules in a way that will keep the player reading. Let's face it, instructions are boring as hell. I need to keep the players involved and interested. That would be the only difficult challenge to understand in the game. Everything else seems peachy keen with the players.
The challenges in Skyfury make this a very interesting game to learn. After a player gets used to it, they develop their own tactics the next time they play. Whether its what ships they choose, the directions they move, the ships they attack with, even if they decide to take plunder point early, these factors all effect the outcome of the game. There is a lot of tactical thinking going on, if you understand the game...
The level of challenge increases because whether player lose or win, they generally want to start again, but this time with a different array of ships that will surely bring them victory. They get into it, understanding how valuable the plunder points are, as well as how valuable each ship class is.
There is plenty of variety in this game so far. Variety in victory, defeat, challenge, class, and conflict. If i wanted to add any more variety, I would probably add another few ship classes, but the board would have to be waaaay bigger!
The maximum level of challenge is basically breaking the game.
One can only do this by finding the best, most over-powered tactic that will never fail.
That is the ultimate challenge of Skyfury, finding the Sacred Fleet!..
No one has discovered it yet, not even I.
I was pretty scared, so I looked it up in the book. The questions included:
What are the challenges in my game?
Are they too easy, too hard, or just right?
Can my challenges accommodate a wide variety of skill levels?
How does the level of challenge increase as the player succeeds?
Is there enough variety in the challenges?
What is the maximum level of challenge in my game?
The challenges of my game include navigating through a hexagonally-tiled map using up to four different class ships (each have a different movement and attack radius), destroying your opponents fleet, claiming "plunder points" and drawing cards, understanding which direction a ship faces when it moves, and most importantly, rolling dice.
Players who play for their first time tend to always have problems in the beginning with the directions their ships face after movement but they catch on quickly. The most important thing I need to fix right now, are the instructions. They need to easily explain the game rules in a way that will keep the player reading. Let's face it, instructions are boring as hell. I need to keep the players involved and interested. That would be the only difficult challenge to understand in the game. Everything else seems peachy keen with the players.
The challenges in Skyfury make this a very interesting game to learn. After a player gets used to it, they develop their own tactics the next time they play. Whether its what ships they choose, the directions they move, the ships they attack with, even if they decide to take plunder point early, these factors all effect the outcome of the game. There is a lot of tactical thinking going on, if you understand the game...
The level of challenge increases because whether player lose or win, they generally want to start again, but this time with a different array of ships that will surely bring them victory. They get into it, understanding how valuable the plunder points are, as well as how valuable each ship class is.
There is plenty of variety in this game so far. Variety in victory, defeat, challenge, class, and conflict. If i wanted to add any more variety, I would probably add another few ship classes, but the board would have to be waaaay bigger!
The maximum level of challenge is basically breaking the game.
One can only do this by finding the best, most over-powered tactic that will never fail.
That is the ultimate challenge of Skyfury, finding the Sacred Fleet!..
No one has discovered it yet, not even I.
Sunday, October 28, 2012
"The winds have changed..."
Skyfury: Aerial Combat
Theme and Concept
Play as one of two pirate fleets fighting for control over a hidden temple above the clouds. This is the temple of Sul'Darim, an ancient reliquary full of riches beyond imagining, as well as many forgotten mysteries...
Wage bloody, aerial warfare aboard your flying fortress with a fleet of battle zeppelins at your command. Destroy your enemies, and the secrets of Sul'Darim will be ripe for the taking!
"For blood and plunder!"
So... this is my basic storyline for the theme and concept of my board game. This weekend, I started constructing my ship classes. I kit-bashed two different model kits with epoxy to create my zeppelin ships. The models are a combined set of pieces from Dystopian Wars, Uncharted Seas, and Dread Fleet. They work perfectly for the look I wanted to go with. Here are some pictures of the progress!
Skyfury: Aerial Combat
Theme and Concept
Play as one of two pirate fleets fighting for control over a hidden temple above the clouds. This is the temple of Sul'Darim, an ancient reliquary full of riches beyond imagining, as well as many forgotten mysteries...
Wage bloody, aerial warfare aboard your flying fortress with a fleet of battle zeppelins at your command. Destroy your enemies, and the secrets of Sul'Darim will be ripe for the taking!
"For blood and plunder!"
So... this is my basic storyline for the theme and concept of my board game. This weekend, I started constructing my ship classes. I kit-bashed two different model kits with epoxy to create my zeppelin ships. The models are a combined set of pieces from Dystopian Wars, Uncharted Seas, and Dread Fleet. They work perfectly for the look I wanted to go with. Here are some pictures of the progress!
This is the first Assault Frigate I've painted as well as the first two center terrain pieces for the map. I wanted to stick with a grittier look than an over-saturated fantasy concept...
Here are some unpainted models I built as well. These include 3 airships, a siege zeppelin, the Flying Dutchman, and Dai'Rottar the Scourge of the Sky
Im excited, bro.
Thursday, October 25, 2012
Skyfury... and MORE PLAYTESTING!
So I've been testing my game with quite a wide array of different players, and I've learned a whole lot about what makes enjoyable gameplay. The lore is still the same, but i've polished and carved away at some of its mechanics since then, and now, I can finally see the light at the end of the tunnel.
First playtest was awful, my game was broken, boring, and slow. I was discouraged.
All my hard work was shut down, and it bummed me out.
I soon realized that this was the first step. I had to rally on and not give up on the project.
The game is still the same, I only altered a few mechanics to make it a bit more interesting and faster paced.
The several next playtests went incredibly well!
With a few additional corrections and clarifications, I may have a solid board game on my hands. I made a playtest form to see if their were any improvements that could be made to the game.
The questions I asked were simple:
Was the game fair/balanced?
What kind of strategy did you use?
What was your favorite ship class?
Was the game boring, frustrating, or confusing?
Would you play this game again?
The first person I played was someone who had played the game before. They were already aware of most of the rules, and more than comfortable with what tactics they wanted to use. This was the form returned to me...
The other person I played against had never played Skyfury. He was tissue paper, and yet he kicked my ass at my own game. He had this to say about my board game...
I will spend the next few days attempting to solve any of the issues these two players had with my game, but I must also not forget to continue my playtesting of Skyfury with more unfortunate souls.
So I've been testing my game with quite a wide array of different players, and I've learned a whole lot about what makes enjoyable gameplay. The lore is still the same, but i've polished and carved away at some of its mechanics since then, and now, I can finally see the light at the end of the tunnel.
First playtest was awful, my game was broken, boring, and slow. I was discouraged.
All my hard work was shut down, and it bummed me out.
I soon realized that this was the first step. I had to rally on and not give up on the project.
The game is still the same, I only altered a few mechanics to make it a bit more interesting and faster paced.
The several next playtests went incredibly well!
With a few additional corrections and clarifications, I may have a solid board game on my hands. I made a playtest form to see if their were any improvements that could be made to the game.
The questions I asked were simple:
Was the game fair/balanced?
What kind of strategy did you use?
What was your favorite ship class?
Was the game boring, frustrating, or confusing?
Would you play this game again?
The first person I played was someone who had played the game before. They were already aware of most of the rules, and more than comfortable with what tactics they wanted to use. This was the form returned to me...
The other person I played against had never played Skyfury. He was tissue paper, and yet he kicked my ass at my own game. He had this to say about my board game...
I will spend the next few days attempting to solve any of the issues these two players had with my game, but I must also not forget to continue my playtesting of Skyfury with more unfortunate souls.
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