Added Wednesday, September 12th, 2012 @ 12:00 AM

Class:
PIE 1 Art- Animation

Assignment:
Animate two walk cycles in PAP. Focus on the bottom half of the body rather than the whole thing. The first walk cycle should simply move across the screen. The second animation should be a “gag” walk cycle.

Description:
The first of two animations for this assignment. It’s a pair of stick figure legs walking across the screen.

Added Tuesday, September 11th, 2012 @ 12:00 AM

Class:
Rapid Prototype Production (RPP) 1

Game:
Pain in Your Highness

Assignment:
You will be split into teams of 4-5 consisting of producers, programmers, and artists. In two weeks, create a “fun” game using Flash as your game engine.

Description:
Pain in Your Highness is a fast-paced puzzle game, similar games like Tetris, Bejeweled, and Meteos. Players must stop a never-ending onslaught of enemy soldiers as they relentlessly come to attack the queen and her castle and steal her delicious royal pie.

Waves of enemies come from the top of the screen and move down toward the bottom of the screen (the castle). They increase in the number of enemies and the rate at which they move toward the bottom of the screen as time goes on.

Players click on enemies in order to kill them. If all enemies of the same color are killed in one row, all of the remaining enemies on that row will instantly die as well. For example, if a row has two red enemies, a yellow enemy, and a blue enemy, the player can kill only the two red enemies, and the remaining yellow and blue enemies will automatically die.

When players destroy a row by only clicking enemies of the same color, they increase their combo. Increasing the combo makes power-up items available to players. These power-up items can be used at any time to help wipe out lots of enemies at once.

The game is over when one or more enemies reach the castle walls.

Credits:
Artists – Jen Melnick and Adam Grayson
Producer – Shawn Delouche
Programmers – Matt Burton and Brian Widman

Added Monday, September 10th, 2012 @ 12:00 AM

Class:
PIE 1 Art- Modeling

Assignment:
Finish texturing the Metroid missile redesign you’ve been working on. Make sure to add lighting to the Maya scene as well.

Description:
Using the basic texture I blocked out on the UVs from the previous assignment, I tried to match Samus’ color scheme as well as the lighting from that concept art in the background of the below image.

These are in-progress screenshots, renders of the final model, and the model’s final texture (just a color texture).

Tris: 2954
Maps: Color (1024×1024)

Added Thursday, September 6th, 2012 @ 12:00 AM

Class:
PIE 1 Art- Concept Art

Assignment:
Create 12 value range studies with your winning item/prop from the previous assignment. You may tweak your design if you’d like.

Votes of 18 students from previous assignment (design – number of votes):
Design 01 – 1
Design 02 – 3 (I voted for this one)
Design 03 – 1
Design 04 – 0
Design 05 – 7
Design 06 – 1
Design 07 – 1
Design 08 – 1
Design 09 – 0
Design 10 – 1
Design 11 – 2
Design 12 – 0

Description:
Design 05 won. I based it off of the design on Ganondorf’s cloak in Wind Waker. I kept the colors of his cloak in mind when I was making these value studies. That’s why a lot of them have a really dark value and a really light value (the original design is gold/orange on black). All of these designs were in Illustrator, and the final page was arranged in Photoshop.

Finally, we printed these out (the last image below) and hung them up. Then we picked our one favorite redesign from each person’s work. The votes were tallied up, and whichever redesign got the most votes was the one we were to work on in the next assignment (in the case of a tie, the artist chose which one he/she wanted to work on). Which one do you like the best? 🙂

Added Wednesday, September 5th, 2012 @ 12:00 AM

Class:
PIE 1 Art- Animation

Assignment:
Animate two walk cycles in PAP. The first animation should be of a flour sack. The second animation can be whatever you want as long as it’s another walk cycle.

(Unofficial) Assignment:
Kill the flour sack >:3

Description:
This is the first of two animations for this assignment. It’s a little derpy flour sack walking. At the end, it gets hit by the ball from my previous assignment (though it’s the ball from the animation that I accidentally overwrote >_>).

Added Wednesday, September 5th, 2012 @ 12:00 AM

Class:
PIE 1 Art – Animation

Assignment:
Animate two walk cycles in PAP. The first animation should be of a flour sack. The second animation can be whatever you want as long as it’s another walk cycle.

Description:
My second animation for this assignment. IT’S KIRBY! …WALKING!…

Added 9/3/12 @ 12:00 AM

Class:
PIE 1 Art- Modeling

Assignment:
Use Maya to complete UVs on the redesigned Metroid missile model from the previous assignment. Do not worry about the texture yet, just use solid colors (use Photoshop for this).

Description:
Once I made the UVs look right in Maya, I took them into Photoshop and blocked out colors with solid color masks. That way, I could easily change the base colors if I needed. This was helpful for the next assignment.

Tris: 2,954

Added 8/30/12 @ 12:00 AM

Class:
PIE 1 Art- Concept Art

Assignment:
Choose three of the weapons/props from those provided and redesign them using only silhouette to describe your design. You can mix items from Zelda, Metroid, and Mario, or you can choose to do items all from the same game. On your final presentation, you should have three different items/props, each with four different redesgins. Make sure your deigns are easy to read.

Description:
I knew immediately that I wanted to redesign the Hylian Shield (Zelda). Soon after, I decided to try out Mario’s hat (Mario :P) and the Speed Booster (Metroid). I ended up coming up with a lot of designs pretty quickly, so I stuck with them. For whatever reason, I had the most trouble coming up with redesigns for Mario’s hat, but I got them eventually :P.

I started the designs in Photoshop, then I took the ones that I liked and vector traced them in Illustrator so they’d be cleaner, and so I could resize them without distortion (♥ vector). The final page was arranged in Photoshop.

Finally, we printed these out (the last image below) and hung them up. Then we picked our one favorite redesign from each person’s work. The votes were tallied up, and whichever redesign got the most votes was the one we were to work on in the next assignment (in the case of a tie, the artist chose which one he/she wanted to work on). Which one do you like the best? 🙂

Added 8/30/12 @ 12:00 AM

Class:
PIE 1 Art- Animation

Assignment:
Create two animations of bouncing balls in PAP (Plastic Animation Paper). The first should simply be a ball bouncing across the screen losing height and momentum with each bounce. The second animation should be a “gag” animation.

Description:
One of two animations for our first assignment in PIE 1 Art – Animation. The assignment was simple: animate a bouncing ball. We were to animate in PAP (Plastic Animation Paper).

This is the second animation I did (the first was just a ball bouncing on a floor), but I apparently saved over the first one with this one 🙁

Added 8/22/12 @ 12:00 AM

Class:
PIE 1 Art- Animation

Assignment:
Choose one Metroid missile redesign out of the nine provided, and model the chosen missile in Maya. This assignment will focus on just the base model. Do not worry about texturing, lighting, or anything else yet. Just get the shapes there. Keep the model under 3,000 tris.

Description:
I wasn’t sure which missile I wanted to model, so I tried out a few (the image descriptions say which missile design they are). I ended up choosing missile 03.

The “revisions” mentioned in the image descriptions refer to the numbered save files I have for each model. For example, for missile 03, I have six different files, each being more complete than the last, with the sixth being the final model that I turned in.

Tris: 2,984 (missile 03)

Added 7/20/12 @ 3:09 PM

With Adam returning from The Legend of Zelda: Symphony of the Goddesses this past weekend, we talk about video game anniversaries.  How do different companies handle their franchises’ anniversaries?  What would we ideally like to see from anniversary celebrations?  What don’t we want to see in anniversary celebrations?

Featuring Adam, Alex, Angel, and Clay.

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