Archive for the ‘Art’ Category

Future Fiction Tech Panels

Monday, August 15th, 2016

Here’s a procedural texture I made some time ago in Filter Forge. If you like the texture, grab the Filter Forge XML file and you can make nearly limitless variations on the same texture!

ASCII Renderer

Wednesday, July 8th, 2015

I’ve been working very hard on Dead Static Drive and had a great presentation just this week at the TGF Tech Games Fest here in outer Melbourne. After a week or so of hard work, what’s the best thing to do? Play games? Spend time with my partner? No! Make more things!

Spiral

Download the application and source code here!

The whole project is released under public domain, so go nuts. If you’re one of my students, remember that I can recognise my own code!

(The animation above appears glitchy – this is caused by the screen-to-gif capture software – the renderer is much smoother.)

I figured that a tiny project would be perfect, so I conceived of it and built a prototype in one day. The project: An ASCII software renderer for curses. As a bit of background, I’m working at SAE and recently have been showing first- and second-year students how to make games in a command-console environment. Getting away from the complexity of large APIs like OpenGL and DirectX let us just focus on understanding how to program entire games, like how I remembered learning to program games with mode 13h and raw memory access back in the 90s.

I planned the requirements and plotted out a basic idea in my head. In about six hours it was working well; today I cleaned it up with a few more features (.obj file loading, and some really basic lighting).

The code uses a library I made maybe a decade ago called Terminal++. Even if you don’t have much experience with a terminal and with curses, this should still be fairly easy to pick up so long as you have a bit of experience with classic <iostream> coding.

Dead Static Drive

Wednesday, February 4th, 2015

Entering Crow's Demise

Here are the first public shots of Dead Static Drive. It’s basically Grand Theft Cthulhu.

I’ll be posting more work here, on Polycount and on twitter.

Weapon Kit

Sunday, May 13th, 2012

Some weapons for Tacticool. Each weapon can be broken up into a number of parts so that players can kitbash their own weapons. There are also a number of different patterns and materials you can apply to your weapons so you can match the weapons to the style of your soldiers.



Procedural Pixel Environment

Tuesday, August 2nd, 2011

Procedural texturing is amazing fun. Grab Filter Forge some time and have a go.

Recently I’ve been trying to make some simple, convincing procedural pixel art. Here are a few of the latest ones.


Here are the raw textures (click to view full).

This is what the textures look like when applied to a 3d scene (click to view full):

Each texture has 16 colours and was procedurally downsampled from a higher colour, procedurally generated bitmap. If you grab Filter Forge, you can try editing the following Filter Forge filter and try your hand at it: Procedural Pixel Levels

Hope you get something out of this 🙂

Competition Fail

Tuesday, August 2nd, 2011

Before I started entering online art comps I was constantly disappointed when entrants failed to make it to the finish line. I said to myself that surely I’d never be one of those people and that for the sake of everyone interested in my art I’d make sure that I always finished.

Flash forward three years and I’ve finished many fewer competitions than I’ve started… Here’s some of my collected failures

Dominance War V

Chicks Riding Stuff

Gameartisans Chess Challenge – The Knight

Lowpoly Characters

Tuesday, August 2nd, 2011

Here are some low spec characters I’ve made for a tactical shooter that I’ve had in the works for some time. Each head is 260 tris and uses a single 128×128 texture. You’ll find info on the weapons in another post!

It’s incredible working on hand-painted textures. And it’s been a steep (but amazing!) learning curve.

Thumbs Up

Friday, February 25th, 2011

Here’s a thumb I made to use for upcoming Zitstorm for iPhone in-game and screenshots. It was a fun study, I spent just over two and a half hours on it.

Pixel Fighters

Friday, February 11th, 2011

I’ve always wanted to make a pixel-based shmup and here are a few explorations into player ships. They’re designed much larger than you’d normally have (128×128) and I’d use them for ship select/upgrade screens and do half-size versions for in the game.