Deer miKEman, frum pV (part 1)

October 15th, 2009

I guess it’s cool to post our critique process. :D This is how we stay sharp!

http://www.therealdanpeavey.com/wp-content/uploads/2009/10/speed_concept_critique1.jpg

Whitebox!

October 14th, 2009

Whoo whitebox! More to come.

NOTE: The ground texture, water shader, and skydome are inhouse UT3 assets. The three variations of rock (< 290 tris each) and two rock textures (512×512 each) are made by me. I’ll post renders soon.

NOTE2: Run over to our Polycount thread and see what Mike Fowler is cooking!

Driving 200-tonnes of dynamite into a firey house.

October 13th, 2009

If for some reason you have been following my posts up to here, you’d know I am currently participating in the high-profile game art competition, Unearthly Challenge 2009. In addition to this, I am about a month into the preproduction phase of Requiem for my senior team thesis for my final year of Champlain College.

Starting off with UC2009, you can visit Team T*shiba and the BEAR! ATTACK‘s contest thread here over at Polycount. The team is my good friend Mike Fowler and I, and we are currently moving into wrapping up our white-boxing of our environment. With the inclusion of cgtalk.ru and leewiART thrown into the old rivalry between Gameartisans and Polycount, there is some stiff competition this year. With only 7 seats to aim for in the top spots, the only way I can currently foresee winning this competition is to learn faster than I ever have at a grueling work pace. That, or we can always drive 200-tonnes of dynamite into a building on fire. Either way, I don’t intend to stop until I feel this piece can win.

I’m happy to say that we have a strong idea for a focal point and a composition – we’re just going to have to see how it feels once we get the orange box down.

Then there is Project Requiem, for my senior team project. I am the only artist on the team working with creative director and engineer Auston Montville, as well as game designer and LD Joel Pelletier.  I couldn’t have joined up with a better team. I have worked with Auston last summer on Always Forever nearly side-by-side for three straight months without break, and Joel on a level design process with America’s Army over in Emeryville, CA with the Emergent Media Center at Champlain College. Working on a game with people I know well helps immensely, especially in these crucial early stages where we have to set the foundation for the second semester team expansion. Without going into much detail, I’ll leave this game’s description as follows:

Requiem is about Wolfgang Amadeus Mozart.
You fly a spaceship.

Its a great tag-line and we’re keeping it.

As it stands now with Requiem, all of our mechanics are programmed and ready to go. We just need art and level-design to fill the space. Our design doc is practically complete, and I’m going into the texturing of our biggest most risk-heavy art asset in the game. With that said, we’re clearing all the major roadblocks as soon as possible, and it seems this approach is working so far. Though we could be sleeping more, its worth it. If all goes as planned we’ll make the IGF submission with a few hours to spare.

Poke around the journal, feel free to critique and comment anything you see or like.

Peace.
-pv

11PM Reflection on today’s concept:

October 8th, 2009

After looking at this again after a dehydrating and exhausting performance (HAPPY B-DAY MIKE!!), I’ve come to the conclusion that despite it being well rendered, it’s now incredibly -flat- feeling. It feels too much like a tropical resort to me now, or some crappy location in Lineage II.

Here’s my current plan of action: the fastest way to conjure an idea to really make this concept kick ass is to induce some crazy nightmares tonight as I sleep. Then, wake up in a sweaty state of freak-out, and start painting again (I’ve actually done this before but the timing is very unreliable).

Any feedback, suggestions, questions on the concept itself, questions about our process, and anything else really is welcome. I’m kinda’ at a clean-end here and I need to throw in some violence to dirty this m- f-er.

Thanks

Productive class is productive.

October 8th, 2009

Probably the best damn thing I’ve ever painted.We are still trying to focus our composition – I’m still marking this as WIP until we nail down our key object.