Mega Man

Mega Man for Hunter Callan 002 4x

My nephew asked me to draw him a picture of Mega Man.  I used my palette from The Kelly Engine.

Bugout Mockup

Bugout Mockup 02

Lay down tetris-style floor sections to create an escape path away from nasty critters.  Made with an expanded C64 palette in pyxel edit with a couple shadow and lighting layers.  I made this both for fun but also to sketch out some ideas I’ve had for a board game.

Temporus Tutorial Brainstorm

Relay Tower Level Concept Thumbnail

A quick, very loose sketch that was part of an afternoon conversation with Erik Umenhofer from Firebelly.  We were working out an idea for a tutorial level that carries the player through the platforming controls and basic combat.  The player will have to enter a relay tower that has been torn from a planet, and climb to the top in order to access the communications system.  Along the way an asteroid will collide, spilling out basic enemies for the player to deal with.

Grid Gangs – Late Winter Leftovers

Wealthy Android 01 2x

Amputated Mutant 2x

Firebelly 02 2x

Kelly Engine – Library Tileset

Scut wall and floor tiles Style 06 Apr 3 2015 Detail 2x

Scut wall and floor tiles Style 06 Lighting Detail 2x

Scut wall and floor tiles Style 06

A slightly less ominous setting in this tileset.  Wood and stone floors, brass rails, colourful carpets.  I kept the top sides of walls and platforms simple in this design because I wanted to add visual candy through several wallpapers as well as the book cases.  I’m proud of how the lights worked on the walls.

Kelly Engine Maquette Scratchpad

Figure Token Ideation 03
I’m still pushing pixels when I get a chance.  @folmerkelly and I have thought that we would like to represent units in a board game miniature style.  One thing I’m pushing for is a clear visual hierarchy between enemy classes, as well as a clear distinction between the player’s token and enemy tokens.  I’m drawing the enemies almost like silhouettes with a low number of colours, and assigning a different sized base platform to each general class of enemy.  For the player character I feel like higher colour depth makes them pop out against the enemies, and also making the size a bit larger than a ‘medium’ monster helps indicate the player token’s importance.  I’m still unsure if I’ve hit upon a template I’m satisfied with but maybe it’s because I don’t have facial expressions and equipment added yet.

Kelly Engine – Reinforced Concrete Tileset

Scut wall and floor tiles Style 05 Mar 08 detail 2x

Scut wall and floor tiles Style 05

Kelly Engine – Hydroponic Garden Tileset

Scut wall and floor tiles Style 04 rev1 2x crop Scut wall and floor tiles Style 04 rev1

Kelly Engine – Service Tunnel Tileset

Scut wall and floor tiles Style 03 Feb 06 2015 detail 2x

Scut wall and floor tiles Style 03

Bring back dead rendering markers

IMG_1554

Temporus Accelerator Boss teaser

Accelerator Boss Rough 04 twitter teaser

I haven’t done a massive sci-fi piece like this since The Salvage but it’s rewarding to see it come together and the client is enjoying the results.  Here’s a teaser of the close-to-finished boss next to the player ship to get a sense of scale.

Feed the pup

Feed the Puppy Scut

Some days I miss having a dog.

Temporus Accelerator Boss rough sketches

Temporus Accelerator Boss 03 compress  Temporus Accelerator Boss 02 compress Temporus Accelerator Boss 01 compressTemporus Accelerator Boss 04 compress

Working out some loose ideas for the first boss design in Temporus’ shooter portion.  Aiming for a heavy industry look centred around some manner of tokamak or particle accelerator.  I want it to feel like an assemblage, with plenty of mass.  I’ll be working on pixels next to take these rough ideas into game-scale layouts until I’m happy with the form.

 

Codename: The Kelly Engine

My pastel palette has spawned something of a monster.  Folmer Kelly and I love playing with this strange collection of colours so much that we’ve begun building assets for a dungeon crawl game.  We were heavily inspired by the Amiga classic ‘The Chaos Engine’ and are attempting to achieve something reminiscent of that visual style though we are going about many technical details differently.

 

Scut wall and floor tiles rev5 2x

Here’s the base tile set we worked out.  The floor resides on a lower layer.  The document is built on a grid of 16×16 pixels, with most assets requiring multiple tiles to assemble.  For instance a floor section’s top surface is made from 4 tiles, with an additional 2 tiles to create an exposed edge.  This is a slower way of drawing than if we had used 32×32 tiles, but it allows for more visual variety when on can create a single tile that can make a whole wall appear to have a different feature.  The tile set supports elevations for raised platforms or pits.  Outer walls are drawn with a false perspective while inner walls have no perspective.  This is done to allow for more manageable map layouts where the objects that the player encounters are best with a simpler form, but the perspective of the outer walls gives a sense of place and theme.  Keep in mind that the layout above is just for constructing the tiles around all the necessary geometries and does not reflect the kinds of arrangements that would be used in-game.

 

Scut wall and floor tiles Style 01 all 2x

My first run at designing a style was to go for a techno dungeon aesthetic.  I wanted it to feel a bit archaic still, so panels aren’t clean, monitors are a bit too small, and the materials are not shiny.  I also cast the outermost wall into shadow to give it some more drama.  I’m undecided if all the styles should follow suit.

 

Scut wall and floor tiles Style 02 Feb 03 2015 2x

After the techno dungeon I made this pool set.  I played around a lot here with extra tiles and variants, along with cuts into the wall surfaces to make them look alcoved.  This still has some spooky atmospherics but the decorations and hues give a more palatial feel.  To make the negative spaces on floor appear to be flooded with water I made a new front edge to the floor tiles with a reflection indicated an a bright parting line to indicate the surface tension of the water.  Some ripples and simple water splash tiles to scatter about the map will help reinforce that instead of a chasm the empty spaces are instead pools.

 

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