Wednesday, September 30, 2009
Tuesday, September 29, 2009
Monday, September 28, 2009
Shnitzel, Chef, and a SIEGE Thing
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Friday, September 25, 2009
Thursday, September 24, 2009
Wednesday, September 23, 2009
Snikt Quack!
Tuesday, September 22, 2009
Monday, September 21, 2009
Cartoon Network TKO - Backgrounds
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So, in a nutshell... simple soft backgrounds with minimal detail allow your characters to pop.
Tuesday, September 15, 2009
Mmm Bot
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Drawing really fast this morning... busy busy. I will be headed out to Texas tomorrow for the Game Developer's Convention, so I do not believe that I will be able to post here on the blog for the rest of the week. Hang in there, and I will be back to drawing on Monday!
Monday, September 14, 2009
Thursday, September 10, 2009
Wednesday, September 09, 2009
Tuesday, September 08, 2009
It Was Almost Wild
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Ahh well. If nothing else I will have something cool to hang on my wall. I wish everyone in the show the best of luck. Know that I am there in spirit! Mr. Sendak, I thank you for inspiring me!
Friday, September 04, 2009
Thursday, September 03, 2009
Titanic Kungfubot Offensive: Behind The Scenes Ep.1
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Today I thought I would give you a little "behind the scenes" look at how our latest game, "Cartoon Network TKO: Titanic Kungfubot Offensive" came to be. We are all very proud of this game, and for a small internal studio like ours, it was a big accomplishment. Our goal was to create a legitimate online multiplayer fighting game that looked good... in Flash. Of course we wanted to be sure we put some of Cartoon Network's coolest characters in the game, but that in itself posed a few issues.
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One of the major issues that we faced as a team, was how to create all of the animation that this game would require. Anybody who has played a traditionally animated fighting game knows that the number of drawings needed to include multiple moves for multiple fighters is pretty insane. With such a small team and short production cycle, that wasn't going to be possible. And the fact that our team was set up to develop mostly 2D Flash games, the option of creating 3D assets seemed like a rather lofty goal.
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The art team worked very closely with our game designer Brad Merritt to make sure that each move did exactly what he wanted it to do. Brad is a crazy fighting game fan, and he knows what each move should do and why. And how quickly. And how fast it should recover. It was really fun working with Brad on a game like this because he was always able to explain the cause and effect of each move and the strategy behind the button mashing. (Below are two of the first roughs Noel did showing some of the simplest moves.)
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This is just a small chunk of what I want to show you. I hope to talk about all of the great visual effects in the game, as well as the overall design aesthetic and backgrounds.
Thanks for reading, and stay tuned!
Wednesday, September 02, 2009
Tuesday, September 01, 2009
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