Monday, August 10, 2009

Abdominal muscles and you

Oh yeah, did up another one of those tutorials, this time on the musclebound male physique and how it relates to character design. You know... for those days when you have a huge cast of beefy dudes and you aren't sure how to vary them beyond giving them different hair cuts...

... I'M LOOKING AT YOU, STREET FIGHTER II: THE ANIMATED MOVIE...




It may seem like I'm ragging on bodybuilders here, but that's not the case, I think more people just need to consider what the difference between muscles for show and muscles for work is. Not every guy who can kick your ass is gonna have diamond cut abs.

This is also posted in one piece on my DA gallery for people who want to download it but don't feel like saving four different files.

More commissions





Some other things wot I was paid monies for.

Thursday, July 30, 2009

The only political leader who will never disappoint you

Mike Haggar, star of the Capcom game Final Fight along with those other two jerks who weren't Mike Haggar.

Thursday, July 16, 2009

commissions




In no particular order, some things wot I was paid monies for.

Monday, June 08, 2009

THIS IS DELICIOUS

Updates on the Bison bison, coded for MUGEN by the talented PotS and animated by myself.

I can't actually play the game because it won't work on my Mac, but people have been uploading videos with him to youtube so I still have the chance to see him in action.





If you'd like to play with him, just drop me a line. I've got the files and I can mail them along to you

Monday, June 01, 2009

And One More Thing

Some miscellaneous updatables...

A character cast I've been developing recently. Not going to go into their details right now, though. I think I'll be saving that for something else.

Some item art for the currently in-progress Lurapets site. Keep on the look out for it to open to the public at www.lurapets.com




It just occurred to me that I haven't posted a still of this intro pan from my film anywhere, so here's one that you can look at to your heart's content.

Fuzzigator March

Did this one up today for fun after I finished a bunch of Lurapets Items.











He compliments the Mudkip from last year.

Sunday, May 31, 2009

BISONNNN

I've been working on something else this week, but at a friend's encouragement I think I may actually hold onto it and use it to put together a pitch for the Nickelodeon International Open Mic thing. It's probably not a likely sell because it started as more of an Adult Swim show type of sense of humour, but it'd be good practice.


So instead here's a sample of a Bison bison I made yesterday for a friend of a friend to turn into a M.U.G.E.N. character.
The gif format kind of messed up the colours, he looks more like this but I hear he might be remapped anyway so it could be a moot point. I realized how much fun it is to blow off steam with these short cycle animations, you can just toss 'em out and be done and onto something else in a few hours.

Saturday, May 23, 2009

Garbage day

Does anyone remember Cosmic Osmo? I think that was my most cherished childhood video game. Something about the atmosphere of the whole thing. Even though it didn't have a goal beyond "explore this weird solar system" I think playing that was the most immersed in a game I can ever remeber being. I'm pretty sure I've seen games since where the whole goal is just to run around and try to find what you can click on, but none of them had the same... just... MASSIVE SCOPE that made Cosmic Osmo what it was.

I was thinking that a point-and-click game of this variety would be fun if a big part of it was devoted to exploring a world like that. Like set up the Suburbs, the Basements, the Sewers, and Factory or something and cram them full of Easter eggs that you could always go back and root around for. The conventional style of point and click adventuring would allow you barter, trick, and deduce your way into more areas to explore in, but there would be plenty going on in the different rooms aside from the standard gammut of tools to pick up. Maybe also make it sort of a choose-your-own-adventure idea, where sometimes you have to choose between opening a path to one area or to another one completely, then having multiple endings available depending on the choices you make.

Originally I was picturing the characters in my head to be something bland and serious business-y. Like, a totally neutral looking model of a human that could be the nameless avatar for people to apply themselves to. Then I started wondering what motivation a totally average Joe-Somebody would have for rooting around people's garbage and going into their houses in the first place and stumped myself. Then as soon as I started giving distinct features and personalities to the main characters, the idea for the story really started to click itself together. It could just be a game about two bag ladies who ventured into the suburbs on the night before the bulk trash pickup because they know that people in suburbs always throw out the best crap. Then all the weird stuff starts to go down, but the creatures bait them on with the promise of treasure at the end if they persevere.

Multiple endings for the game would give completely different ends to the story, like there could be one where the two of them manage to do right by the shadow creatures and are eventually lead to piles of gold and treasure, another where they become the crowned queens of the underground beasties, another where they wake up back in their cardboard alley hut assuming that the previous night's shenanigans were all just a dream, things along those lines.

It's entirely too easy to take contrasting characters like these and give them diametrically opposing personalities as well, but I'm not sure I like the idea of that. I don't think there needs to be "a friendly one and a crabby one" or a "smart on and a dumb one" or even any clear one in charge who cows the other around. I think they work well as two generally well-meaning people, the short bandana-clad one being a little ditzy and gullible while the taller one is more prone to stress and second guessing. So both have flaws that give them some personality, but they're on respectfully equal footing in the friendship.

Wednesday, May 20, 2009

New Summer Challenge time

Okay, time to get my money's worth outta this here free blog.

Now that the film is done and I have nothing to keep my BEASTFAST ART PRODUCTION schedule up, my new goal for myself is to come up with a new concept every week and devote at least a page of concept art to it a day. I have other things I'm working on too, but this'll give me some focus instead of running in circles and feeling like I'm spinning my wheels. And maybe eventually I'll learn how to draw environments too. Either way, I should be posting an entry every day or two with new sketchbook pages and more ideavomit for whatever the story is.


This week's concept du jour is something Mel and I came up with while we were sneaking around in the middle of the night to pick at people's trash and find fun things worth scavenging. I did manage to find a Watchtower bible to rebind into a sweet sketchbook but THAT'S A STORY FOR ANOTHER DAY....
Anyway, the idea was for a 2D point and click adventure style game. The suggestion that a big cat-house thing out for collection might be haunted surned on the idea that you would have to rummage through trash to get spooky creatures hiding in the dark to help you. I went home to ponder over it some more and thought it would be cool to have a sort of Jacob's Ladder kind of alternate world going on, where you would basically start the game in a normal suburb at night. Eventually something a little out of the ordinary like a talking cat or something to that extent would up the weirdness. You would get keys into houses that would be empty but otherwise normal, and be able to find more peculiar things inside of them that would attract weirder shadowy creatures looking to strike up bargains out on the street. Eventually the interiors of the houses would start to get more shabby and decomposed, until finally they're just empty rooms with monsters waiting inside to talk to you.
This second page of stuff isn't really anything to get excited about, it's all VERY HEAVILY referenced from the 99Rooms (an awesome site I reccommend you check out if you are at all interested in artsy graffiti or urban decay). Anyway, very few things are cooler than spooky, delapidated buildings, while very few things are lamer than suburbssssss... so I got to thinking that the garbage picking could just be the start of the adventure. Like just the first world you have to explore. Eventually you could make your way into a basement that would just lead you through to catacombs of old factories, and that's where the real meat of the game takes place. I think it's something that would be akin to an urban version of Myst, where the environment is the most important aspect of the whole thing. Things shouldn't just be blatantly in-your-face blaugh scary Silent Hill style keeping you in the dark, but the whole world would be ore focused on making things seem just off enough to be unnerving. I'm thinking akin to the execution of Gorrister's level in I Have No Mouth and I Must Scream.

So that's Sunday and Monday's art, the Tuesday Wednesday stuff will be up whenever it gets scanned and assembled and all that. I'll blab about it some more when I get my next post together.

Friday, April 17, 2009

Hello Blog

How are you today? Long time no see.


So the film is done, I'm just waiting on an original score before I can post it online. I guess I have postable promo stuff I can flaunt in the meantime.

Lobster Boy there belongs to my pal Tracy over at http://romance-ment.blogspot.com/.

Monday, January 12, 2009

Turghot and Dragam Layouts

Worked with that first scene a bit and did two of the other establishing shots. Each of the three locations has it's own texture set, with their apartment being assorted pieces of paper, the alley is all rust, and the park is different watercolour splashes I did up. I may still mess with the saturation in the park, I'm not sure it looks how I want it to yet.

Saturday, January 03, 2009

Muscle Tutorial thinger

This came about after talking to a friend who said he wanted to improve at art but didn't know how to break out of his rut and try something different. I started drawing this as a "this is the easiest way to draw a relatively satisfactory cartoon head" thing and it just ballooned out from there. It doesn't cover proportions and stuff like that because there are a billion billion tutorials and anatomy books that can tell you "a person is so many heads tall, a head is so many eyes wide, ect". I made this because no one else seemed to have a quick reference for origin and insertion points.

This has been up in my DA gallery for a while, but people have been asking for a printer-friendly version so I'm uploading the individual pages here.


Thursday, January 01, 2009

Things to Consider - Don't lose the character through the Gimmick

So I figure as long as long as I have a blog and opinions I could theoretically be putting on it, I may as well be like every other jerk on the internet pretend that people actually care about what I have to say. If any of you (the two people who watch this blog) disagree with what I'm saying, feel free to call me on it and I'll try to explain what I'm on about.

So anyway, first topic up for discussion;

This is my story about a psychic ninja farmboy who fights the Evil Dragonmancer King that's trying to take over the world.

Hey, that's great. Why should I care?

Something that's been grating on me more and more these days are people who write characters that are all gimmick and no... character. If you think of your character in your head and you can't envision them as the same person without all the bells and whistles, this is probably something you are guilty of yourself. So this evil dragonmancer fellow, why is he planning to take over the world? He just feels like being a bastard today? Has to assert his evilosity in case people were starting to forget about it?

If your character is defined by their magical powers, you haven't designed a character, you've designed a power. At this stage, you're on par with every remotely creative person with the ability to articulate their ideas to others. If you can't add some solid motivation to back that up, no one has any reason to care about your characters until you team up with a writer who can.

The secret to writing a character worth their salt is to consider Maslow's Pyramid of Human Needs;
This Pyramid represents the basic concerns of a human being in ascending order of triviality. The lowest levels of the pyramid represent the lowest common denominator that all people can identify with. As you climb the pyramid, problems will generally matter less.

The bottom of the pyramid represents life-or-death needs like food, water, shelter, air. No one in the world will ever question a character's motivation to not die. Matters of life and death will always interest an audience, so even a character who sits at a high level on the pyramid can be stripped down to a basic need for survival in the climax of a story.

Less important than air, but still of pretty high concern is safety. The feeling of unease walking home alone at night, fear of losing your job, and health issues are all fairly universally accepted as important motivations and can easily turn into life or death struggles in their own rite.

Love or belonging is a fairly light, inoffensive problem for a character to overcome. On it's own, it's a status more suited for comedy, as it lacks the drama of life-or-death struggles.

Respect amongst one's peers is in a similar boat, and is the last really relatable struggle you can put your character through. Self-actualization is more of an abstract idea that can lose your audience, as a character whose only struggle is to be the best at what they do is not terribly entertaining if they can't be stripped down to a more basic need in the pursuit of that goal.

Conflict is built out of characters gambling their place on the pyramid as they attempt to raise their status, and characters cannot climb to a higher level if the needs below them have not been met. For example, a character will not be worried about getting the girl if they are in the middle of drowning. The more a character stands to lose, the more an audience will care about them. Eboneezer Scrooge can't get the people to respect him until he opens up and makes the community love him. However, if he can't change his ways he'll die an early death, alone and uncared for with people looting his property.

People are quick to call "Mary Sue" on characters they feel are overpowered, but the problem with these characters is not in their copious volume of powers, it relates back to the pyramid as well. "Mary Sue" characters are generally boring because they're rich and everyone wants to be their friend and they have a smoking hot significant other and they're the best at what they do. They're already at the top, so their character has no room to arc. A protagonist can have rainbow hair, fourteen wings, and laser beams shooting from their purple eyes and still be interesting to read about if they have some kind of real human struggle in their life that the audience can connect with. John Arcudi's character Major Bummer is a handsome, indestructible superhero with inhuman strength, but he's fun to read about because he's always losing his jobs at fast food restaurants and VCR repair shops when his bosses are angry about having to clean up after his massively destructive battles at work.

The stories that stand the test of time to be told and retold through the generations are the stories that can be broken down to these basic struggles, because it will not matter if the protagonist is a psychic ninja farmboy, everyone will always be able to understand what they are going through. You can strip them of their powers, put them anywhere in the timestream, and they will always be the same character at heart. Fairytales and fables are especially good examples of this.

In the story of Beauty and the Beast for example, it does not matter at all - AT ALL - that the beast is a monster. What the audience relates to is a character who needs to find someone to love to ascend to a level of esteem and self-worth who meets a girl that is also looking for a sense of belonging. Her father falls into a struggle of security, so she leaves and in turn puts the beast character into a life or death situation. People will always understand and relate to this no matter what setting you drop the characters in. This is why Disney traditionally bases their movies off of fairytales, mythology and popular books, the stories have already proven their worth. It doesn't matter if Blackbeard is a cyborg, Robin Hood is a fox, or William Sikes is a new York Loan Shark, the character is still the same as they ever were.

This is a clip from the 1973 Jesus Christ Superstar starring Ted Neely and Carl Anderson as Jesus and Judas.


This song is about the flagship figure of the Christian religion, but it has nothing to do with his connection to God or the miracles he's performed. This song is about two friends, one of whom is concerned that the other is letting his ego get dangerously over inflated. The story of Lancelot and Guinivere is that of a man sleeping with his boss's wife. Ganondorf is a dignitary who goes power hungry and loses sight of the positive intentions he started out with. Princess Leia is the uptown girl who falls for a backstreet guy.


What it basically comes down to is that writing fantasy stories is like drawing fantasy creatures. Dragons may not exist, but people can tell if they are believable or "realistic" based on how relatable they are to real animals. In the exact same way, the stories that stick around are the ones people can relate to real situations. Frills are the spice that draw people in, but it's not worth the effort if you don't have the meat to put them on.

Wednesday, December 24, 2008

Thursday, December 18, 2008

Turghot and Dragam layout stuff


Testing out the colouring style I plan on using in my film. I'd kind of like to get some more contrast in there somehow, but I'm thinking that this is going to be the general look of it.

Saturday, December 13, 2008

Three Reasons I've been bad about updating for the past year or so

Sorry this blog has been going so stagnant lately. It's not that I haven't been keeping myself busy, so here's what's been sponging up my time for the past year.

1) The Celestial Ox:



Third year group film I was a part of last year. I did about a third of the boards a few layouts and about 45 seconds or so of animation. The scene where he adjusts the shell mic thing, the scene where he delivers the message and everyone cheers, and the from where he starts pulling the cart to the end were all my doing.


2) The Colosseum


Colosseum Audition: Page 1 by *Coelasquid on deviantART

Comic tournament I joined at the end of last summer on DeviantArt. 32 people each submit a couple of their own original characters, then are matched up against each other in five rounds of elimination. Each round comes with a prompt for venue and lasts about 2 - 4 weeks, depending on how late in the game it is. The whole comic is scripted and drawn within that time, so it's an interesting way to work. You're never sure how much longer you're going to last before you get eliminated or what prompt and charcaters you'll have to work with in the next round, so you have to be careful in judging how much of your story you want to tell.

I managed to make it up until the last round (which is still being judged at the moment), so I was fortunate enough to get the chance to tell my whole story. The final count ended up at 105 pages in total, so I officially managed to draw a graphic novel in seven months of free time. The whole story is collected in it's own gallery here.

3) The Chronicles of Turghot and Dragam



Fourth year thesis film I'm working on this year for school. Hopefully to be finished by April. I'm just getting into the layout/rough animation phase of the project, so I'll hopefully have some more stuff to post soon.

Wednesday, July 23, 2008

The Usual Suspects


Some characters for story I'd really like to try making a webcomic out of after I gradutate and know I'm gonna have some free time.

Tuesday, April 22, 2008

3rd Year Films Trailer



WATCH IT AND BE AMAZED!