Creative / games dev work spanning University projects and more.
A few edits
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I made a few changes as I wanted to increase the grand sense of scale that I thought was lacking in the previous renditions.
I increased the span of the larger arches, I increased the height and slenderness of the pillars, so the roof is further off the ground, and I added roof 'panes' that will eventually be made from 'glass'.
Right, It's been a crazy few months after graduating, now I'm settled in Twyford with some of my best mates from university. We're out of Newport and all starting on our own roads, carving our own little life out of the current financial soup of taxes and belt-tightening. With a new year comes a renewed emphasis on the continuous production of self-directed work. To help convey what sort of stuff we have on our plate, the 4 of us in Twyford all did the Games Design course at Newport, and crave to produce more output, be it modelling, animation, designs, artwork, websites, 2d or 3d games. Our initial intent was 100% a 2d android game, having inherited a game design and assets from the liquidated Dark Rock Games. We started investigating Android SDK and worked out the basic tutorial apps. This is still in the works, but our lack of programming expertise is greatly slowing us down. Gota take my hat of to the other 3 guys here, they have all secured Games Tester jobs at TTG...
A few months ago, I did a little sketch, scanned it and painted it: Then, a band called Nudybronque approached me about using it as the EP cover. Naturally I was thrilled and said yes. They have another CD out soon, so have asked me for another piece of the same 'charater' that the fans have started calling 'Nudy'. Here is a work in progress: The rear is (hopefully) going to be the view from inside the fridge looking out at the Nudy.
It's going to be an exciting week! Bruno and Ruth from Igloo are coming in to pass on their expertise through workshops / demos / critiques. Check out http://www.igloo.org.uk/ These 2 are the artists behind their some very interesting environments, treating the 3d space as a performance area and flipping the preconceptions of games on their head. Their most recent work; Swan Quake has elements of motion capture dance within its level. https://gibsonmartelli.com/portfolio/swanquake/ http://www.swanquake.com/interview.htm - gives a good indication of their intent. We get a chance to try out motion capture equipment and have a crash course in unreal modding. Should be very exciting!
Looks like it's coming along nicely Rhys! I'm looking forward to seeing it complete :)
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