Monday, May 7, 2012

We found the Megatome....

So I'm taking a break from my other project right now because this just came up.

#sworcery

It's basically a call for entries inspired by the game Superbrothers Sword & Sworcery EP. Which was one of my favorite games of 2011. It just came out on Steam and I highly recommend it. Anyway the official kick off isn't until the 11th but since I'm doing my entry in 3d I need a little more time than just  weekend. Also some amazing artwork has already been submitted (as you can see in the above link).

Here is a progress shot with my two favorite art helpers.


I hope to finish it by the deadline! Should be a cool little piece.

Monday, April 16, 2012

but that's why the dark is there....

Between work, and all of the video games that have come out over the past few months I've had precious little time to work on my own work. I currently have SIX different projects in different states. This is one I started a while ago and only now started getting traction on. It's just a generic futuristic building, but I'm enjoying it.


Also if so interested check out my new flickr account. I got a Canon T3i for Christmas and I decided to actually learn how to use it, so I'm taking some classes. Nothing too crazy, I'm very new to this. It's fun all the same though.

My Flickr page


Till next time!

Sunday, January 15, 2012

The Last Guardian


Wow! So what started as a simple tribute piece when the HD remake came out, turned into quite the artistic endeavor!

I've been asked "why Guardian Heroes" and that made me think about what this game means to me.

It's kind of funny now that I think about it but once again I remember going with my friend Carmine (see my "Game that got away" post) to buy this game. We went to FuncoLand which for those of you who may not know; started the whole used game selling and buying thing. At least to my knowledge. Now this was back in 95-96 I believe and I couldn't drive yet so we got a ride from my mom and we busted into the store. he picked up Doom for the Playstation, and I knew what I wanted: Guardian Heroes!

I remember seeing and article in Game Fan prior to the games release. It just captured my imagination. I was a huge fantasy buff (being the nerd I was). But outside of roleplaying games in those days finding ANYTHING fantasy in games was actually kind of difficult.

But this simply wasn't a high fantasy Tolkien retread, this had a style all its own. Anime was still new to me. I don't think I had even watched an Anime film at this point. So seeing this style was a breath of fresh air.

I popped it in once I got home, my older brother Chris (who I shared a bedroom with) was still sleeping as I had gone in the morning while my mom ran errands to pick it up. The opening cartoon struck me immediately, the music the characters, just the overall sense of adventure.



Starting the game I of course picked the warrior Han and started to play. I wrote about this a few posts back when I started this project (Undead Hero), but when the Undead Warrior finally makes his appearance at the end of the first stage I knew this game was something special. At this point Chris had woke up and when the UW screamed out even Chris was like: dude this game looks bad ass! Or something like that, cut me some slack it's been like 17 years!

Over the next weeks and months I played the game almost everyday. Trying play EVERY SINGLE path in the game (at the end of each level the game gives you a choice of where to go next). I even tried to chart the branching paths in my sketch book.

People always talk about getting lost in books or movies as a form of escapism, and that's what I think this game (among countless others) was for me. It was a bright vibrant world that although dangerous was one that I could succeed and triumph in. For a fat kid who got picked on in school, that was priceless.

Anyway. I still pull out Guardian Heroes from time to time (on my Sega Saturn) and play through it. I was REALLY excited when I found out that it was getting a re-release, but REALLY bummed when I found out that it was coming out only on the XBOX 360 (for now). But even more exciting is that I read that Treasure the company behind GH wants to do a proper sequel. I say proper because we're not going to count that shitty Gameboy Advance version.

So that's a long winded reason as to why I felt the need to pay tribute to this game. It's not as creative or inspiring to me as say OddWolrd, or Shadow of the Colossus. But it was a part of my life when I needed it most. I look back on the times I spent playing it by myself, and with my brothers very fondly. THAT alone makes it something special.

I hope you enjoy this piece as much as I enjoyed making it! I learned a lot while working on it and I'm pretty happy with how it turned out. The graphic design elements were inspired by one of my favorite contemporary artists Marko Djurdjevic who uses graphic design to great effect on a lot of his covers for Marvel.

"The Last Guardian (Hero)"






Monday, January 9, 2012

Race to the finish line!

I am soooo close to finishing! I'm excited, and I wish it was the weekend so I could just devote an entire day to to this but oh well.

Everything is modeled, textured and rigged! I just need to compose my scene, bring it into UDK, create the shaders, and render it out!



Tuesday, January 3, 2012

The game that got away...

It's 2am on a Tuesday morning. I have to be up for work at 8... but I can't sleep. I'm no stranger to insomnia, as I lay in bed my mind swirls to a million different directions; work, life, family, my pets, and on nights like tonight... the past.

I've been playing Strangers Wrath HD on the Playstation 3 which is an amazing game I recommend anyone with the system to play. However that's not what I'm up writing about.... but before I get to far ahead of myself let me back up.

In the summer of 1997 my friend Carmine and I went to the local mall with money to burn. He had an agenda, to buy Castlevania Symphony of the Night. I wasn't the biggest Castlevania fan at that point and knew little about the game (remember the internet wasn't what it is today). So I just went along to do some browsing. While he was paying for Castlevania I noticed Oddworld Abe's Oddysee. I was immediately drawn to it's box art.

The cool purple title, the awesome glyphs, and of course the weird character. I remember reading something about this game in a magazine but I knew next to nothing about it. I took a chance...

When I got home to play it I was immediately blown away by the cg opening. This was an era where even cg intros looked god-awful not to mention how bad the in game art normally looked in games. This was rivaling the stuff I had seen in Pixar films!




The game, I was pleasantly surprised looked just as amazing (in it's own way), but it also played great too! Like a mix of two of my favorite games, Out of this World, and Flashback. I was hooked and played through the game even going so far as to save all 99 Mudokens! No small feat as anyone who has played can tell you!

Time marched on, I played and loved Abe's Exxodus, I was there launch day to pick up Munch's Oddysee, and was blown away as to how far their cinematics had come! This time I was in college, going to school to learn how to make games for a living. It was around this time I became friends with Phill Gonzales. He saw me doodling an Abe head in my sketch book and remarked that OddWorld Inhabitants (makers of the game) were located not far from his home town in San Luis Obispo California.

Fast forward 2 years and we are on summer break about to start our senior year, looking to make connections and get our foot into the industry. Phill did something crazy and emailed OddWorld and inquired about a tour! I was shocked to find out they agreed to let us come up to SLO and check out the space! We also snagged a tour with Blizzard in LA through one of our professors, I was excited about Blizzard to be sure, but OddWorld? I was beside myself with anticipation.

We first went to Blizzard, after a hellish all-nighter driving from SLO to LA and failing to find an affordable motel, we TRIED to sleep in Phills car. No dice. So come morning we show up at Blizzards doorstep and get the dime tour. Now at the time this was pre World of Warcraft. The main team there had just finished WarCraft 3 and were on vacation. There was a skeleton crew around working on WOW and we got to check it out. Pretty cool, but the tour was over in about an hour and we were on our way. We were a little deflated, especially after our trek down there.

Well we pick ourselves up and did the unthinkable (and dangerous) we turned right around and drove back up to SLO on no sleep, after all the very next day we had a tour of OddWorld.

Once back at Phills house I immediately crashed into bed! I woke up the next morning fully rested and ready to check out what in my mind had become a place of legend.

We came up to off all places a ROSS (a discount clothing store). I was wondering if we had the right address, but then Phill pointed us in the right direction. Nestled in between Ross and another storefront was this ornate art-deco door that read: OddWorld Inhabitants. It turns out OddWorld Inhabitants is located ABOVE the ROSS. Talk about inconspicuous.

 Me, Pete, and Phill in front of Oddworlds Entrance AFTER the tour (note the bag of swag)

This blog is getting long, so I'll move on, but suffice to say we were greeted with open arms. Shown around the studio, got to talk to a bunch of people on the team, and although we didn't get to see their new game (unannounced at the time) Stranger's Wrath. I felt like I had come home. THIS is what I imagined game development to be like. Amazing people, and inspiring work place with artwork all over the place. I was in heaven. I collected business cards and were on our way. Phill and I were so inspired that we collaborated on a thank you piece to send them. We worked on it for a week or two after we got back to school, I'm told it was proudly hung on the wall of their community managers office.

I think Phill flattered me with huge muscles but it made for a comical picture

Phills amazing illustration far outshines my crude 3d and coloring abilities but we were proud nonetheless!

If I was obsessed before, now I was driven, determined to work there. If there is one thing I learned early on in school it was networking. I emailed politely from time to time as I worked toward graduating. Just to keep myself in their memory. Then one day 3 months prior to graduating I noticed a job opening on their site for a environment artist. The very same role I was aiming for in school. I knew I was still a semester away from graduating. So I emailed the head of HR and asked what they were looking for in candidates. It was framed purely as an academic inquiry as I had no intention of applying. Imagine my surprise when he asked if I'd be willing to take an art test.

Willing? I was waiting for this since the day I waked up to that art-deco door!

They sent me some guidelines and a piece of concept art:



While touring I had learned that they used the 3d program Maya, I was knowledgeable in a different 3d program called 3d studio max. I stupidly decided to tackle the test in Maya, and not my strong suite Max (I came across this same situation when testing for my position at Naughty Dog... I did the test in max this time!).  They gave me 5 days to complete the test. I barely slept in those 5 days, coffee and caffeine pills were my friends. Ultimately I came up with this:


I was not happy with it, but with 5 days in a program I had never used before it was all I could do... so with fingers crossed I sent it in.

I got the email back... that they weren't going to hire me... BUT their reasoning was that they had re-evaluated their art pipeline and decided they didn't need to hire any more artists. I'd like to believe this was the truth, but part of me feels like they were just being nice.

I was down but not out, I would try again someday. In the meantime I graduated and got my first game job in North Carolina. While there Strangers Wrath came out (the game I would have worked on). It was AMAZING. Once again stellar CG but the in game art, was even better than before, plus the game was fun AND original! I knew that they would be starting a new game soon and HAVE to be staffing up! I would have my shot again!

Only that never came. Not long after Strangers Wrath shipped it was announced that OddWorld Inhabitants was shutting down and ending game development. I was crushed, but time heals all wounds.... sort of

That fateful day I toured OddWorld was almost 10 years ago now. I've worked at a variety of studios, and even now I am happily employed at Retro Studios, owned by Nintendo, and responsible for the Metroid games!

Which brings me back to today; Playing Strangers Wrath again. Almost 7 years since it released. OddWorld is back... sort of. Instead of being made in California all OddWorld games are now being handled by a company called Just Add Water in the UK... I'm happy that OddWorld games are coming out again, it's sort of like seeing an old friend after many years in a weird way. New games are all well and good, but Stranger's Wrath? It is and always will be....

The game that got away.



Postscript:
In 2009 I decided to model some more OddWorld stuff just for fun:
Scrabania

The irony? I modeled it in Maya as practice for my then new job at Naughty Dog. :P

Postscript 2:
Phill now works for Blizzard on the StarCraft 2 team.




Thursday, December 29, 2011

I've got Sol....

...But I'm not a Soldier.

I'm totally procrastinating on texturing the undead warrior. Texturing has always been super difficult for me, and modeling just comes more naturally. Anyway since I've decided to create a scene rather than just model a single character, I went with the generic soldier from GH. These guys are just fodder in the game but they had tons of personalty. Especially in their animations.


The thing is these guys don't translate that well into 3d... It was even more difficult that the Undead Warrior to make him work in three dimensions.

I think I nailed it though! I was able to recycle a few elements from UW. Naimly the gauntlets, knee, and elbow pads.


Now I have to unwrap him and sculpt him out in zbrush.

Tuesday, December 27, 2011

PROGRESS!

Well it's been a little while since my last update! but I have been working off and on on my Guardian Heroes project which has expanded a bit to include a soldier as well. Mainly though I've been busy playing all of the amazing games that have come out over the last few months. And after quite a bounty of gifts yesterday I have even MORE to play now!

Anyway I spent a lot of time today sculpting the high res model of the Undead Hero. I'm mostly happy with how he turned out. I just need to do the diffuse texture and then rig and pose him to put him to bed
(edit I totally forgot I still have to sculpt his sword!)

Anyway here his his progress.


Tuesday, November 15, 2011

I want your SKUUUUULLLLSSS

Too bad Glenn Danzig is a DOUCHE!!! Anyway, I finished the skull! Man modeling skulls is HARD! I think I got it though, I tried my best to balance using real skull orthos and the image of the skull from the previous post. Now the tedium of unwraping this thing. Who knows how long that will take. But I'm looking forward to bringing this into zbrush. Also I never knew about the push modifier in Max but man! So cool! My buddy Phill Gonzalesturned me onto it. He said they use it a lot at Blizzard to achieve more heroic propotrions and I can see how it can help.


Monday, November 14, 2011

Warm up

Did this quickly today to warm up. I saw one of my friends (and uber talented artist) Mike Fudge do this once in a time lapse video. I though it looked like fun. I didn't use reference (probably should have) but I just wanted to get the creative juices flowing. I started with just cylinder in zbrush and went from there.

Sunday, November 6, 2011

When we were young we thought we had superpowers!

More progress!!!! My buddy Sean gave me a great crit on Friday about how my previous iteration was looking very stiff. I new something was off with the model but I was having trouble pin-pointing it. I feel like it's now feeling more natural. He looks like he's ready to fuck shit up!

So all that's left on the modeling front is the skull. which is one the most fun things to create in any art form!



Then I have to unwrap this beast, the least fun part of 3d, then it's off to Z-brush for the high res sculpt. No quite at the finish line, but it's in sight!


All of this was done under the watchful eye of my art director Myu.

Friday, November 4, 2011

The Hero

So on the side I've been working on a game concept (there have been a few posts about it) When I get bored of one project I switch to the other. I'm taking a small break from the Undead Hero this week to do some concept on the hero character for m game idea. I posted a concept two posts back but I wasn't sold on it. So this is what I have currently. I need to work on the mask and colors. but I think I'm gonna stick with this model.

Sunday, October 30, 2011

Undead Hero

So Guardian Heroes is one of my all-time favorite games. When it came out on the Sega Saturn in 1996 it totally just captured my imagination. From the huge sprites to the medieval setting sprinkled with just tinge of technology. It was colorful, and most of all it was fun! I have such fond memories of playing this game, I even tried to chart every route you could take (it had a choose your own adventure type of feature at the end of every level. I would do my homework while listening to the soundtrack (you could load up the Saturn cd player and load just the music).

Needless to say I love this game! Imagine my excitement and then disappointment when I found out it was being re-released.... only on XBLA (for now). I still have my Saturn and my copy of the game. But hooking up an out dated console is tedious at best. Anyway, In preparation for the game Sega released a bunch of concept art from the game. I immediately new I had to re-create one of the characters in 3d! My two favorite characters were Han (the typical warrior type) and the Undead Warrior. Which was an awesome NPC character that would fight with you through each level. He was a bad ass and could go berserk and just wipe out all the other enemies on the screen. I'll never forget when he first appears in the game.

He bursts out of his unmarked grave and lays waste to a robot that you can't defeat. Very cool stuff (especially for a 16 year old).

So now the hard/fun part. Translating a 2d sprite character into a 3d one. Lots of games have attempted this feat and some have really succeeded. Others just never look right. Armed with some very loose orthos I set out!




This is super helpful but it's not the tightest line work and proporstions fluxuate from image to image, and his armor is really simple (a nessicity for a 2d sprite).

So I had to figure out how much to update and how much to keep true to the original.


I still need to model out his arms (they're just cylinders right now) his toes, and fingers, and of course his skull. Oh yeah, also his Sword!!! The focus of the game! From there I'll take him into zbrush and add all sorts of awesome detail; armor rot and rust, decay, armor ornamentation, the works! This is I think a little over a weeks worth of work. The chest armor took the longest. It was really tough for some reason, and although you can't see it in this image too well, A spine is fucking hard to model!

Well that's it for now! Stay tuned for more. If you have an Xbox 360 I cannot recommend this game enough! It's only 10 bucks.

Saturday, October 8, 2011

Waiting for the End of Time

I realized I would never get around to texturing my Pelican Machine head model, so I did a quick rig and pose. Then I took it into zbrush and did some quick sculpting on the hands and suit. Finally, I rendered it out and played with some texture layering and color adjustments.

I'm pretty happy with how it turned out for a spontaneous afternoon project.

Saturday, August 20, 2011

The Tower


So I've been working on a game concept for a while now. It's slowly starting to coalesce and become something cool. But I want to make sure I do things right and actually finish it. Alas I am going to shelve it for a little while as I am going to work on another project that I am super excited about. I can't talk about it too much but if all goes well it might just be one of my crowning achievements as an artist....

In the meantime this is a concept I was working on for the main character of my game concept (called The Tower at the moment).



Sunday, July 3, 2011

Droped Ship

So it's been a while, I'm currently in the madness of moving to Austin Texas to start a new job at Retro Studios (which is owned by Nintendo). Why am I a starting a new job, well back in March Square-Enix decided to cancel the project I was working on; Codenamed Project Dropship. I won't go into the details of the decision behind it, but I was sad to see it happen. I had been on the project only a short time but I am extremely proud of the work I did, and the work of the team. We were pretty far along and I PERSONALLY think had it seen the light of day, it would have been something special.

While the entire dev team was let go (Square-Enix LA still functions as HR, Localization, Marketing, and QA) I am happy to say that majority of us have landed a great new studios.

Anyway over the past few days gaming website Silconera has posted a bunch of leaked information on the project. In these links you'll find screen shots, and videos.

A little about the studio closure

A plethora of Dropship screenshots

Two videos of Dropship in action

While incredibly sad the project will never be playable to the public, I can console myself in that at least some if it can be seen....

Monday, May 23, 2011

Meshing around

I've had a few false starts with projects since my last. I have some good ideas but can't seem to get them off the ground. I was still wanting to be creative so I fired up zbrush and just messed around on one of my base head meshes.


Wednesday, May 11, 2011

Tides of darkness

The interior and exterior of this scene are 5000 polys each, all the textures are hand painted.
This took a little over a week to complete, and I'm pretty happy with how it turned out. Given a larger polygon budget there are definite things I'd like to add, especially to the interior.

Monday, April 18, 2011

Uncharted 3!



New Trailer for Uncharted 3! While I think the music was a terrible choice the game is really coming along nicely! You can see some of my work at 1:36




And here is what is being shown in the trailer

Monday, April 11, 2011

100th Post!

Wow 100 posts! Not bad, and this one is a dosey!
It's no secret that I love Shadow of the Colossus, that game along with Ico have had such a huge influence on me artistically. I've wanted to create something in that style since I saw the first trailer way back in 2003



I STILL get chills watching it. No game since has instilled such a sense of wonder in me.
Anyway, enough waxing poetic.

Rather than just recreate one of the many amazing Colossi from the game I decided to create my own. I named him "The Slave King"
When I fist envisioned him I wanted to incorporate more of an environment into him. So I came up with a cloister that would be strapped to his back.

This is a project that I've been meaning to do for a few years now, and this is the initial concept from about 2008-2009 I think.
So I changed a few things, Obviously I don't have the tech that team ico had to render the fur. So I couldn't cover his whole body. I decided to just use alpha planes and it worked well enough.

The biggest step for me was the textures. Texture painting has always been a bit of a struggle for me. I enjoy it but I never felt I could really do my models justice with my textures. But on this project with a huge shout out to my buddy Jeremy Huxley. He helped me with some zbrush know how on the texture front (see the post "Texture Tedium"). Anyway I feel that this was a huge step in my skill set and I feel WAY more confident creating textures now.

Anyway, here is the finished piece. Like any artwork there are tons of things I am not happy about, but all in all I'm very proud of this one. I hope it does the source material justice.



Sunday, April 10, 2011

Moar Textures!!!

Some straight up old school painted textures. Done in the World of Warcraft style.