Tuesday, July 20, 2010

Dust to Dust

Dust to Dust is a scrolling shootem-up game that I had co-developed.
I was responsible for the character design and the in game art assets in the game.

Enjoy!

http://www.mechamagizmo.com/dust2dust/

Tuesday, April 13, 2010

Girl Paintings

"Commie" Spice, oil on canvas
"Cubic" Spice, oil on canvas
"Gutsy" Spice, oil on canvas
"Wall Knob" Spice, oil on canvas

Game Idea- BLASTER


Blaster Smiley concept sketches.

Blaster Smiley is a war game that is not about shooting people, but rather saving people.
You play as a bomb disposal commando "Blaster Smiley" captain of the "Blaster Unit" and in the game you must disarm and dispose of IEDs (improvised explosive device) during conflicts in a war against a group of insurgents known as OBLIVION. The idea of the game is that you wear a heavy kevlar suit and cannot move fast, so must carefully navigate a chaotic environment whilst finding strategically hidden explosives to dismantle. Blaster Smiley does have a support team too, but those character designs will come in due time.

Monday, April 12, 2010

More Bessemer Process.

A line drawing of Bessemer showing off his bionic arm-cannon "Pumpernickel".

Bessemer's 1st color scheme.

THE BESSEMER PROCESS

This precocious cyborg is the player character in a side-scrolling shooter/platformer.
We named him "Bessemer", because in the game there is a metal motif where all of the
characters are named after metals or metallic properties.


Some of my big inspirations for this game where classic shooter platformers like Megaman franchise, and alot of the games that Treasure puts out. A challenging actioner with HUGE bosses and running and jumping.

Friday, April 9, 2010

Game Idea- COMMANDO


THE UPSKIRT COMMANDO

You play as a hardened war photographer who is like a combination of Frank West from dead rising and John Rambo from First Blood, the real ultimate badass, and a no nonsense kind of guy. Nerds have hired you to take upskirt photos... in this game you will use guerilla tactics and various means of stealth to aquire shots of said targets. Large 3D envirnemnts with many hiding places and realistic skirt physics... activating wind vents to blow skirts up, using fishing lines to hook a skirt and to lift it for the shot... crawl like solid snake in movie theater asiles to get that victorious shot...
victory through attrition!
levels include- movie theaters, college campuses, parks, resorts cruise ships, night clubs, bus stations, malls, arcades and office buildings.

Game Idea- MARKET

A supermarket themed Tower defence game...

customers follow a path through the store to the checkout, and you have to place shelves of items strategically to ensure maximum profit

slow down customers with slow beat muzak, use free samples to increase the chance of purchase

watch out for overhyped kids, shoplifters, armed robberies or employees gone postal

Game Idea- VIRUS

CELL GAME

you play as a very moe/cute virus invading a host's body.
you must assimilate other cells and kill you host from the inside out as a virus would, watch out for white blood cells! the more cells you assimilate, the faster you can break down the body and kill your host!

Game Idea- STRONGMAN

Boris The Strongman

Boris is a former circus strongman who is fired after accidentally destroying the big top again. He is left in a small town where he drinks himself silly on flavored milks, and then defends a hapless citizen from a group of ill-intentioned monsters. The townspeople soon come to accept Boris as their designated protector, and the duration of the game is spent interacting with people around town and helping them with their problems. Boris does this, of course, in the most direct and Russian of ways, while always wearing only his mustache and a pair of tiny tights (and a bow tie if he goes to a place that is very fancy). He also hates decadent capitalist pig-dogs, but you knew that.

Game Idea- HOTEL

Main character enters a hotel with no memory.
Clerk who is a little too friendly tells him he has a reservation.
You go up the stairs and are greeted by a long hallway you can't see the end of.
If you try to keep going it repeats like the mario64 stairs.
Each room in the corridor is themed in different ways.
Haunted artist studio, picture gallery with ruined or unrecognizable photos, etc.
Each room has the key to the next.
As the game progresses, in the hallway there are small tremors and pieces of the ceiling start falling off, rubble will block the way to already completed rooms.

The hotel is your mind.
You're trying to rediscover who you are, but you are dying.
That's why the hotel is collapsing.
The final room at the end of the corridor is your dark secrets and inner demons.
You have to conquer them to wake up.

MEEEEE!

self portrait, oil on canvas

An oily Quickie

an oil sketch; 10 minutes

Affect

A cover for a Comiczine "Affect Comics and Toys",
oil on canvas

Portraits

Johnny Knoxville, oil on canvas

Maximillions Cohen, oil on canvas

Hunter S. Thompson, oil on canvas

David Lynch, oil on canvas

Anthony Bourdain, oil on canvas

UAE Portraits




These are some of the Oil Portraits I have done of some of the Royal Emirates.

Defining "GAMEPLAY"

VIDEO GAMES, one may define it to be a combination of audio/visual design (video) to compliment the interactive component (game), with the A/V design presenting and limiting the interactive component.

Gameplay includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to "what the player does". Arising alongside game development in the 1980s, gameplay was used solely within the context of video or computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, the term gameplay in video game terminology is used to describe the overall experience of playing the game excluding factors like challenges and movement. The term game mechanics refers to sets of rules in a game that are intended to produce an enjoyable gaming experience.

'Gameplay' to me is a measure of how well various factors glue together.

I usually think controls are the defining factor. If a game has fluid controls that don't get in the way, then I can usually overlook things like bad level design since I'm at least not getting frustrated with every little movement.

Then I factor in the genre specific things. Level design, like I already mentioned. Stuff like that, y'know. It varies from game to game.

Game Industry Rant 1


Resident Evil creator Shinji Mikami has claimed that he was "given too much freedom" when making God Hand - which is why the title wasn't a commercial success.

The Platinum Games chief released God Hand on PlayStation 2 back in 2006 - as Clover Studio - to some critical acclaim.

However, speaking in the latest issue of Edge, Mikami said:

"I've released a lot of titles before and I feel that, perhaps specifically with regard to God Hand, I was given too much freedom to make that game just as I liked. It didn't sell too well."

However, Mikami said he had learnt his lesson for upcoming Sega action title Vanquish - which will be "more massmarket".

"We're definitely going for something a little more massmarket that will appeal to a wide audience," he added. "Certainly a bigger one than God Hand had." We [Platinum and Sega] knew that these were points we had to address from the very beginning, and Vanquish is a result of that."

I WAS ALLOWED TO THINK, THIS WAS A TRAGEDY AND WILL NOT HAPPEN AGAIN

The reason all the games these days are so shitty is that they take millions of dollars to make. Millions, motherfuckers. You don't take a risk on that. You cater to an audience.

My advice? If you want really great games, ask developers to make them cheaper. Fuck improving graphics, we've got great graphics already. Fuck symphonic sound design, everyone in our demographic loves retro shit. Fuck all this extra trim. You know why Mega Man 9 was such a success? Because oldschool arcade gamers like you and me and pretty much everyone else in is so tired of all the shit that's pumped out of the mainstream gaming companies to make money, because every game that tanks can single-handedly send them to the fucking street, if not by sales alone, then by future losses due to bad press and association.

You want a game as great as God Hand? You want people to take a gamble? It's gotta be small and focused. There's no room for risk when companies all have to make Moneysink 6: The Billion Manhour Adventure to stay competitive.

Killzone 2's Sev

One of those "speed paintings" I did.
Again digital, aprrox. 20 minutes.

Tub

A digital painting.

My Blogger's Creed

This is my blog. There are many others like it, but this one is mine. My blog is my best friend. It is my life. I must master it as I must master my life. Without me, my blog is useless. Without my blog, I am useless. I must update my blog true. I will. Before God I swear this creed: my blog and myself are defenders of my country, we are the masters of our enemy, we are the saviors of my life. So be it, until there is no enemy, but peace. Amen!