Apr 27

so almost 30-weeks ago, ayaka Ito, Jared Dominell and myself embarked on the epic project that was to be called EcoHero. After all this time, its still under le development. We’re getting pretty damned close this time though. Just a comple comments on this guy for now. Ima have to make a horrificly long rant later…

But right now, im gonna talk about THEM PAINTINS I put together for EcoHero’s  intro and ending cutscenes.

We wanted to have some sort of ‘presentation’ in the beginning that would tell the story and setup the game for the user. ( The project consists of 4 minigames. ) The basic storyline is that you’re just chillin at home with your ladyfriend, when a pollution monster busts into town wreckin everythin in sight and steals your girl. You gotta then saev the girl, and save the world! AWESOME.

This image was the very first one to be painted, it was more or less a ‘proof of concept’ for the rest of em.

slide01

Here are just a few excerpts from the intro/ ending cutscenes to wet yer pallette while I prepare ‘the big-one’.

intro_2

intro_3

intro_6

intro_7a

slide_b7

slide13_sized

Interesting side note, the image above was the very last one I painted, turns out there were 28 paintings in the whole series including the intro, “good” ending, and “bad” ending. Turns out doin that many… takes a long time.   *_*

more on EcoHero later!

Apr 27

So Andy Minder, Matt Bruce and myself have been working on a project called “Apotheosis” formerly “The Rape of the Natural World” which we chose to, sorta leave as a subtitle, as designin a logo for somethin that long would be un-fun.

I’ve been workin on modifying the unfinished engine from “The earth is Fckd” project into something workable for this guy. Which shall we say is considerably more complicated. The team and I have come up with this new papervision-powered engine I wrote: the Daedalus Engine. oooOOoooOo.

So the basics of what im tryin to do here is to expand the engine made for my portfolio site into something that can accept ever expanding content. Andy has been churning out the content like a champ while Matt has been workin on the UI / hud / php-izzle ( for savin user accounts etc )

Essentially, we’re tryin to make it so all your hard-earned diablo-style grinding doesnt go to waste.

I’ve been doin some of those fancy 3d-models as well.

Avatar ( female version )

avatarfemale

Emo Girl ( fast food store attendant )

emogirl

Fats ( liquor store attendant )

fats

Mail Box ( monster )

mailbox

Cardboard Box ( monster )

carboardbox

TV ( monster )

tv

The tech demo for the engine really isnt display-able yet, but its gettin close. I’ll post more about that later. Matt setup a blog for this guy at http://apotheosis.cias.rit.edu/wordpress/ enjoy.

Apr 27

So another one of those 10-week class projects came and went. ( It seems that I have many things to chronicle as I have just now gotten this heap of a [as much as I hate the word] blog up and running. ) My original plan was to make something fanciful in processing, but of course I really didn’t like the direction that project was heading in so I gave’er the chop. A wonderful way to eat up the first few weeks of that guy. While this was happening I was developing a cheeky game for release on the internets where you drive what I lovingly call JTS , or Jeep the Stampede. JTS was of course my first car, a trash heap of a 1995 jeep grand Cherokee with an exceptionally high market value of 600 dollars.

The idea for this game came to me in a disturbing, and not totally un-enjoyable dream that involved me hurtling down a street where I discover that my breaks do not work and wind up power-sliding into many unfortunate cancer ridden children while some disembodied voice shouts “they were so young” over and over. Needless to say, a game where you run over children in a jeep sounded like fun to me!

jeep1

After I got that far, I had taken a look at that project, looked at my processing project, and decided that this would be a much more fun engine to work with.

I began to work on how I could take this engine and warp it into something that could work within the project’s guidelines. ( Make an informative site/ project about an environmental issue ) *cringe* Why do professors always toss those kinds of projects out. >.> s’gonna make me look like a tree huggin hippie when I graduate and look for a goddamned job. Also, we had two concurrent 10-week projects ABOUT THE SAME THING! Balls.

Anyways,  I my original plan was to make a full 3D game where you drive some manner of eco-friendly car around and shoot flower beams at a broken down city and blast them into submission. Some of the concepts included: a giant factory with legs and evil eyes that could stop on you:

<insert sketchbook images that I’m too lazy to scan>

Hookers that walked the street, that when blasted would turn into schoolteachers.

Trash monsters that would hop around and attempt to bite you. The list goes on, but I decided to evolve the idea a bit more.

Seeing as how I am a recovering Ragnarok Online addict, I wanted to make something that kinda felt like a Diablo / RO game. Where you are some dude in an isometric view that thwacks the shit out of tons of baddies. So I came to the final incarnation of this game:  the Earth is Fckd

earthfck

The general outline of the original idea for TEF is that you play a mild mannered middle class office worker armed with a baseball bat that is given the task of beating the shit out of the unsuspecting trash monsters throughout the world.

dude1

This task is given to you by old, senile and totally crass earth.

earth1

I wanted the earth’s dialogue to be as harsh and terrible as possible to exaggerate my extreme indifference towards these environmental topics. The quarter came to an end, and In accordance with my personality the project was waaay to over ambitious. This was as far as I got. As depressing as that is.

Controls are really simple: Just use the mouse. Click around to move like Diablo, and click on something to kill it.

earthfck2

After getting a particularly harsh grade and enduring some rather unpleasant events, I am currently trying to finagle my way into completing this here project for another class. I’ve brought my buddy Andy Mindler on as a writer, artist, and secondary developer. His retarded disposition and incredible ability to weave epic nonsensical stories has also proven helpful. He’s going to be spending the next 6 weeks on planning out the art direction and story. We sat down and brainstormed out a new storyline and let me say it certainly is… well we’re not sure what it is but its crude and lude in all the right places.

More updates as we work more on this guy. Should be a project to remember.

Apr 27
DrinkZZZ.com
admin | icon2 Flash, Paid Stuff | 04 27th, 2009| icon3No Comments »

zzz11

I worked for Dumbwaiter Design for the last two summers, and let me say, DW rocks. The last thing I’ve done for them was develop this guy. The ZZZ site was really fun to work on. Dumbwaiter spent most of the summer working on their internal makeover, this was one of the sites that they made to showcase their services.

Since there was no client, we had complete creative control. My buddy Kevin and I were in charge of making this site happen. Kevin made a fancypants design, and I was lead developer. My boss Miguel gave me a hand with the final tweaks.  He is more or less always obsessed with performance and optimization. I did use DW’s proprietary video player which he developed too. I had complete control over the game too. That was quite fun as I do so enjoy makin thems video games.

The best part of this site, is that it keeps popping up on showcase sites. Ive seen it at quite a few now. A definate ego boost. ZZZ For the win.