Posts Tagged ‘ sci fi ’

Twitter milestone – 400

400bot 4x

Started this robot as a character for my Sub-Luminal project and turned it into a little thank you to my twitter followers.

Expanded C64 palette.

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Giant Blob Game Mockup

Mockup 02 2x
I like games about managing disaster. This mockup is about dealing with a carnivorous expanding blob. You can directly take control of each squad member individually and then leave them with a simple task which they will maintain until you take control of them again. So it would be a mix of puzzle-solving and action.

Temporus Shmup Background Debris

Space Rubble hex ring 2x

Temporus Nebula Backdrops Process

ClNebula WIP Jan18 2016

Click for big.

 

I’m building up the background fluff for Temporus.  This is a rough series of snapshots of a pair of nebulae that can either be shown together or separately.  Trying to paint something in a small number of opaque colours that still appears to be fluid and permeable is challenging.  I’m happy with how these two turned out.

Temporus Buggy Mech Drone – Rumble animation demo

Buggy Drone Animation Demo 01 4x twitter

Aseprite Doodle

I’m still using Gimp for my pixel illustration, and Pyxel Edit for tiling work, but I’ve been considering the switch to Aseprite for illustration.  Haven’t made the leap just yet but I did some doodles in Aseprite that are getting me tempted.

Monday Night Aseprite Doodle 01

Temporus Heavy Battle Robot Sketches

Erik (@firebellys) asked me to come up with some robust looking robot designs for Temporus.  The references were very blocky, utilitarian in appearance, and the sprites will be large so I aimed for slab sides and the look of large metal castings like a tank.

Heavy Drones 01

Sub-Luminal Habitat Wrecker

Heavy Habitat Ranged Wrecker 2x

I needed to work on a big pixel piece again and decided revisited Sub-Luminal.  My thinking behind this machine is that it could operate in transitional gravity environments, or even walk in corridors lacking gravity or up/down vertical shafts with it’s redundant legs.  It would be a good unit for blocking escape avenues.

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.

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.

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 – Service Tunnel Tileset

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

Scut wall and floor tiles Style 03

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.

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.