Sunday, April 7, 2013

Pokemon Fanart


Did this after I saw the new pokemon "Mewthree" (might not be it's real name) But it sure made me nostalgic, so I celebrated that nostalgia in this fan art. Random fact: I actually overlaid a glitched version of this artwork as the texture for this artwork. Infinite regress! (there is also a noise filter)

Sunday, March 3, 2013

Encounter



I constructed a slightly different scene with elements of my main project, for the purpose of print.

Tuesday, February 5, 2013

Antichamber Review and Contemplation


Antichamber is one of the best games I have played in a long while. I had waited, and when it finally came out, I played it for 10 hours straight. (actually I had a sleeping break...) This is a game between you and the developer/game itself. It will tease you and frustrate you, but it will also be a journey of exploration. A straight out first person puzzle game. For me, that was an enjoyable journey of discovery and showing me things I had not seen before. Providing a challenge good enough to leave me more experienced in life and imagination. The game is somewhat reminiscent of Portal, playing with space as it does, but this game will offer many more types of puzzles. If you enjoyed the gameplay of portal, you will most likely enjoy this. Don't expect some big story though, there is no active narrative. The game provides absolutely bare minimum of events that could be interpreted one way or another. I took it as a series of events that happened to me, the player, not my (invisible) avatar. Absolutely worth the purchase for someone who enjoys mind games, or someone tired of all the same games being released and re-released. This game is a great addition to the industry, I hope it will open game creators imagination of what is possible in games, to push the medium as a whole forward. Not only in terms of messing with space and linearity, but in the relationship with the player and the developers. Far inbetween are the games that focus so much on what they player thinks they are meant to do and what they try to do, a player rebellion. Sequence breaking being an intended outcome in this game, I took it as a challenge to break the game further.

You might not be able to tell, but the pictures below is me outside boundaries, I think. It is not "supposed" to look like this. Probably.

 The museum room without the artwork in it.


Inside an artwork in the museum room.
This blue cube should have been a real cube! >:(

This is as far as I got. I am missing one room, I believe, this particular puzzle has me beat. Otherwise I am under the impression this map is complete.

Now. You should know a thing about me in relation to this game: I am absolutely terrified of Graphical errors. This game has a very unusual art style, the colours in itself makes the whole game feel like a graphical error. Every time I had to pass over a black spot, or a cube with sides that didn't exist, I had to battle with a strong feeling of uncomfortableness, it feels like a fear of heights. It was rather tense. Especially the end, none of the built up familiarity I gradually attained from getting used to all the graphical anomalies matched the visuals then. Yet as scary as it was, I also find graphical errors highly fascinating, and such set out on my journey to seek them out. I am still on that journey, so the game has not yet ended for me.

Saturday, January 26, 2013

Dream 26.01.2013 Skyrim, Argonian

Unfinished rendition of dream.


Full dream below. Short version
(Click on the links to see the inspiration source for some items.)

I find myself in a new age (myst). A large donut shaped island with a lot of snowy forest and some ruins. I can see an overview map in my head. As I slowly approach, more trees become visible and the dream looks less like the myst chanellwood age and more and more like skyrim. I see some balloons tied to bushes and many interesting colourful things. I wonder who's birthday they are for? I decide not to approach the empty forest birthday party and explore cautiously in the opposite direction. On the ground amongst the bushes I find a dead man with a sword. The sword is longer than my arm, not so heavy and silvery angular. It has a green symbol on it that I perceive as very beautiful. This indicates it has some kind of magical properties. At this point I have become my character from skyrim, an argonian. I approach a fortress, there are many people inside, they live there. They have fires and warm houses and food. There are guards patrolling the walls of the fortress. I am cautious, though these people are nice, I know they will turn hostile if they see my sword. I think I give the sword away, or people take the sword from me. I turn invisible and steal it back, they don't know it is me who have taken it, but as I leave they realize and they start chasing me. Though I can conjure demons and turn invisible, they manage to chase. I suspect this is because I leave footprints in the snow, so instead of running I spring from tree to tree at an unrealistically high speed. But as the trees drop snow when I hit them, the people are able to follow.

Friday, January 18, 2013

Death in videogames


I did this piece originally for a uni project where we had to select articles and illustrate them, here is an updated version. I chose the article on The Escapist called "Death in videogames".

Friday, November 30, 2012

Godus fanart

22Cans have started a Kickstarter campaign for a game called Godus. It's going to be a combination of the best elements of past games, Black & White, Dungeon keeper and Populous. A rebirth for the god game genre pretty much guaranteed to be fun. I'm very excited to see this game get created, and backers get to affect the development! So it is us making the silly ideas this time around and not Peter Molyneux!
You can have a look over at the kickstarter page here Godus Kickstarter page.

When they started talking about the familiars to possibly appear in the game, I wanted to chip in with how I imagined they look like and what kind of thing I might want them to do, so I drew up this little doodle of Huginn and Muninn as Molyneux suggested Odins ravens as pets. They have a yin yan thing going on with the colours, and one has a thin halo in case you can't tell. I'd like to encourage these birds behaviour individually so one could end up looking scary and the other kind. Imagine one sitting on your godly hand (if we will have a hand, I would prefer a hand)

Huginn and Muninn playing around.

Wednesday, November 28, 2012

New walk animation


I worked on the walk animation for the main character, Echo. It is not the final version to appear in the game, but it may appear in my final pitch. I\d like to add more weight to it's walk, and have different speeds of running with different animations. Not to forget about interact, climb, jump, bow? Maybe the character will need a bowing mechanic. That might be interesting.