Guest post: Muir Freeland of Sky Tyrannosaur.
The style of Blowfish Meets Meteor was largely inspired by a single concept sketch of the Diver, quickly drawn up by a friend, Jared, in the early stages of the game’s development. I thought the playfully large, rounded heads would be well suited for the iPhone screen since it created simple shapes and silhouettes that were instantly recognizable even at a small scale, with the added bonus of lending an exaggerated level of goofiness to the game and its characters. The titular Blowfish, for example, is basically an inflated circle with fins looking anxiously like it could pop at any moment. From there, I animated the sprites, starting with the giant krill-spewing humpback whale (why not?). Everything was animated frame-by-frame in Photoshop as we wanted the animations to feel smooth and fluid but still maintain the edginess of traditional animation, so we avoided employing time-saving tactics like tweening that can give them an unnatural, computerized feel. It was a lot of work (the Diver alone, for instance, has roughly 300 frames of animation) but I feel it paid off!
Continue reading Blowfish Meets Meteor: The Art
Want to see a super cool timelapse of someone drawing art? Zach Taylor, our artist, put a video up on his channel about drawing the backgrounds for one of our levels. You can check it out on his youtube page. You’ll learn about fantasy, science fiction, surrealism, cubism, idealism, and other isms.
Warning: It takes a while to do arts.
I have not a host of words for you today. That is, of course, unless you abide by the adage that a picture is worth a thousand words. If you subscribe to that, well then maybe I do have a few choice words from another artist we’re working with, Ian Sean Gibson.
Turn down the lights!
Queue Nancy Sinatra!
See you, Space Cowboy.
Welcome to another edition of Let’s See Art from This Is My Quest. I am your host, Chad, and today I would like to focus on a different area of the game. The vivid dreams of an old man are simply the machination experienced when playing This Is My Quest. The game is one part grand adventure, one part tile matching puzzle. Your wits will be tested over and over again by the art of puzzle (and at a breakneck pace.) In today’s post, let’s talk about the meat and potatoes of the latter half of our game: the tiles.
This week we present the art of Zach Taylor, an indie cartoonist. He maintains the site http://www.gnourg.com/. Zach has been instrumental in designing the tiles from the beginning. As easily as words translate into images, Zach decided to start by sketching out loads of ideas so that our descriptions were on the same page as his lines.
The hive mind now in sync, it was time for Zach to begin to make iconic, Spanish tiles. In this game, there are plenty of icons and actions that will see life in a square. How does that play out? Well, they begin as vector, with Zach perfecting the lines, and then get rendered with loads of details. For example, the helmet tile.
Glorious! This process was repeated over fifteen times. What? Does that mean we have over fifteen different puzzle pieces like this? You bet your bottom dollar we do. Here is but a sample of the designs that have been created for use in the game.
Helmets, horses, and hearts. Oh my! These tiles each carry with them their own purpose and behavior. Hearts are, of course, the instrument of love. Your trusty steed carries you across great distances. The lance is used to enforce justice and vanquish great foes from the land. There exists a tool for everything as beautifully rendered by Zach. We cannot wait to breathe life into these tiles.
See you, Space Cowboy.
Is he a noble hero who has adventured many daring adventures? Perhaps a valiant knight who rides upon his trusted steed with a trusted companion to right the wrongs of the world? A warrior, lance in hand, with armaments that shine as bright as the sun? His exploits known as far and wide as is his love of the fair princess for which he professes unwavering devotion!
Oh, wait, Donald Keaton? He’s just an old man in a wheelchair.
For my first real post, I thought it would be interesting to show the evolution of the hero of our new game, This Is My Quest. Coming first to iOS with plans for other platforms afterwards. (Stay tuned fans of indie console games!)
Our hero’s name is Donald Keaton. He is someone’s forgotten old grandfather in a nursing home. Without much else to do but read, he fantasizes about going on his own adventures. Imagining himself a valiant knight on a quest to woo a princess and save a kingdom, he takes up a crutch and sallies forth on his own quest.
One of our artists, Devin Jenkins, took to the task of creating concept art for our confused protagonist. It was fun to watch Keaton evolve as we kicked ideas back and forth. We started with some simple sketches for the concept of Don in reality versus Don in fantasy.
A good start, but Keaton is a man who has lost touch with reality, his delusion needed to be more pronounced. He would envision himself bolder, braver, and brawnier than the broken body he inhabits in the real world. He needed a little bit more “character” in reality, iconic features we could distort to differentiate the heroic alter-ego he has created in his fantasy. Devin went back to the drawing board and the real Don started to emerge.
Don was looking much better this time. The Keaton of fantasy was much more distinct while Don in reality was feeble and daft, yet filled with ludicrous purpose. A few minor tweaks and some polish by Devin produced a concept that we loved.
Behold! This is Donald Keaton.
See you, Space Cowboy.