Monday, April 12, 2010

Low Polygon Characters



Here are a few shots of the characters I've been working on lately. They are a combo level boss. The knight is the first half. Once you beat him, he takes on his spider form.

He should be appearing as the level two boss in the upcoming Android game.


Friday, January 29, 2010

Android Art


I've been really busy lately with work, school, family and side projects. Here's one of those side projects I'm working on.

I've started working with Battery Powered Games, a local android developer I met through IGDA. We're making a FPS sort of game. The images above is a WIP of level two, a castle level.

I'm limited to around 1000 triangles and two textures. One texture, a 1024x1024 image is the diffuse and the other is a light map, only 512x512 at maximum quality.

I'm having a lot of fun working on this stuff.


Sunday, November 1, 2009

Halloween Wolverine

I dressed up like Wolverine. The kids loved it. Most parents however didn't know who I was. WTF?


Saturday, October 10, 2009

Apocalypse Update

The team has been working along quite well. He have the starts of a basic menu system in place and a leveling system that shows the concept. The art is in the middle of states unfortunately, I'm trying to get some normal mapping to work, which isn't as easy as I was hoping. Good stuff to learn.

I was hoping to get into shaders a bit to do the shields but I went with a sprite approach. I simply draw 50+ sprites in a circle around the planet. It works, and I can control their vertical size to reflect the shield capacity. Worked like a charm.



Friday, September 18, 2009

Asteroids and Relfection


I added an asteroids class to the game and got them working. You can shoot them now too and they disappear and your bullets bounce away. I'm having some problems with the reflection vector, where the reflection appears to be mirrored. It's late though, and I just want to post a picture.


Tuesday, September 15, 2009

Asteroid Apocalypse Template


I spent the better part of the evening yesterday getting this project running. It's an empty shell really, but it has some art assets from Blender (via a slightly modified FBX python exporter), rotating earth and asteroids too. It allowed me to get the scene setup with a configuration I like. I'm using a tight FOV (XNA uses the horizontal to define their FOV setting which is new to me) so the 3D models are subtle and feel smaller.


Monday, September 14, 2009

Combine Dodge, aka Henry Rain


I took the modified RockRain XNA game project I've been working on and deployed it on my Xbox 360. Pretty neat. Henry made me change it from Aidan's face to his face. Plenty fun though none the less.


Thursday, September 10, 2009

XN-Yay!

Well, it isn't the best but the basics are there to demonstrate the concept.
Essentially you are looking at XNAMentor's Space Invaders project modified with our game concept in mind. I also got the Blender to XNA FBX pipeline working so I'm feeling pretty confident we can pull this off.

Additionally, I've been reading Beginning XNA 3.0 Game Programming and I've got one of the "games" working. It's originally a meteor dodger game where meteors fall and you have to avoid them. I modified the art so instead of a spaceship, you are combine harvester that dodges my son Aidan's face. This was a big hit with my son Nate.