I hope I haven't posted this before...
I was asked to concept a few characters a while back for an aquarium. They didn't go with this stylized approach, but I liked it best. So there.
As most of you know, I work at Cartoon Network. More specifically, I work in the "Cartoon Network Digital Media Games Studio." (A bit of a mouth full I know.) My role as the Art Director allows me to work on pretty much every game that comes through the door in some capacity. Since most of our games here are tied in to shows that air on our network, I also get to work with some fantastic characters and story set ups. Yeah, I do have a cool job.
First issue: Size relationships. While it is true that many fighting games have characters that vary greatly in size, we were faced with a production timeline that did not allow us the luxury of custom animations and hit boxes that were unique to every character. Also, having a giant alien from the Ben10 series punch tiny Flapjack in the face was not extremely appealing to the team. (Ok, it was to some of us, but only because we laugh at silly things.)
Now, if anyone knows me, they are aware that I like robots. I really like robots. So as the team sat down to brainstorm the visual approach for the game, I was already thinking of ways to include some mechanical goodness. Andy Makely, who is the lead programmer on the game, first mentioned robots as an option in a casual conversation we had in the hallway. Soon after that I sat down with the Senior Animator on my team, Noel Saabye, and robots were discussed as a real possibility. We figured that robots could take a few hits to the chin without getting "beat up", and if we did it correctly, our characters would look super cool as hulking metal giants.
Maria Vito, a contract artist here in the studio, just so happened to have studied Computer Animation in school. She was familiar with the 3d animation program Maya, and after looking at the drawings let us know that she could model the robots for us. It turns out we didn't have Maya in the studio (2D traditional animation team, using Flash) so she used the Blender program instead. I have to take a moment here to give Maria some serious kudos. Not only did she throw herself into this task, but she did it while teaching herself a completely new program. Working off of my crude drawings, she modeled, rigged, and textured every character in the game. Ok, I am jumping ahead of myself...
So with our new 3D assets, we set out to find a workable way to set up the game. We still needed to build the game in Flash. What we decided to ultimately do was model the robots, skin them with the character designs, animate them as frames in Blender, export the frames as .png files, import those .png files into flash on a timeline. Bam. There you have it. Simple!
While the characters were being modeled, our animator Noel was roughing out all of the moves needed for the game. (The above sheet shows SOME of the moves needed...) His rough animations were used by Maria as a guide for her 3D work.
While all of the modeling and animating fun was going on, I continued to design the characters in the game. Above are a few of the early character designs based on current shows.
I also worked with Maria to transfer the designs over as textures onto the models. Textures always make me chuckle, since in my mind they look like the character exploded in some way.
And this is what we ended up with. Cool moving robots that look like Cartoon Network characters. I think you will see if you play the game at all, that this technique worked pretty well. Thanks to a hard working team of artists, programmers, and a fightin' game designer... the kids are fighting with robots.
Today I am posting more of the concepts that I did for Microsoft's "Kodu Game Lab." Many of the designs changed a bit as they went into the program, but it is cool to see just how much of my designs made it into the final build.




Today marks the release of a very cool project from Microsoft. It is called "Kodu", and I even call it inspiring. Kodu is a "Game Lab", and it allows you to make your own games. You can create your own worlds, populate those worlds with characters, and then program your character's actions. The games you can make range from shooter, to racers, to tag... really I feel that you are only limited by your imagination.


I thought I had better scribble out an idea for this week's Drawergeeks topic, "Cleopatra." I have a few gags I would like to put in here, but I will have to only go as far as time allows.
Here is a the logo for the moment. I like to sketch these out to set a tone for the series.
This is a bit of a style test. I want to do the story in black/white/gray tones, with a pop of color here and there. Color will mean something in this story.
And this was a style idea for one of the characters. I know I want them to be simple... almost "muppet like." I think there will be some growth on this phase, but it is always fun for me to see what my first pass was.