Saturday, September 28, 2013

More Animals

more Animals! I try to keep most animations offline, and probably even more of the scenery will be kept offline...? We'll cross that bridge when we get to it. SO lets start with...

This guy! I used a Basiliscus AKA a jesus lizard as an animation reference. It stands post, looking out for predators, as soon as it sees any sign of something close by, it will bark (warning the others) and RUN! It drags its tail on the ground to create a cloud of dust to make it all the more difficult to chase it. I really like the way this guy moves, its just fun to watch it run. on several occasions when I test out the animation, it will sync with the music I am playing So I end up spending several minutes watching my 3 second animation loops haha. 

walk - turn - attack

alright next is this little jumper, maybe the third character I animated, *sigh* how much I have learned since then. Its also one of the few animals with some sort of 'pattern' on its body. Most animals I design don't have any marks on their body (which makes animation a lot easier), I really like minimalist and clean/simple art. 

So far no two animals move the same way, thats a coincidence but I like it! the more verity, the more interesting, but who knows how long I could keep that up?

Wednesday, July 24, 2013

Designing Unrealistic Animals

walk - attack- turn
SO I wanted to start off by talking about the more 'abstract' animal designs. These are one of the reasons I am working on an independent game. I love designing animals that don't make sense, That won't necessarily 'work' in our world with bright colors and physics breaking anatomies. I love to design animals on a more visual basis than a practical one.

Now, any project I work on that has some basis in our world, I do A LOT of research on before I finalize anything. I find the more you find out about something, the more ideas you get to abstract from. Since this game is about adapting to different environments (I will post more about what the game actually is later) I researched animal/plant evolution and adaptation, learning why different animals have evolved to be what they are. I then started designing very practical animals that could survive in our earth. But I then had to step back, and remember why I wanted to make my own game in the first place. I wanted to step away from the cliche monsters seen in most AAA games, star trek aliens with human like bodies but with four arms, color pallets ranging from dark green to brown. work on designs a mainstream game company would probably not allow, which brings me back to this guy.

 A cubist body and limbs with a cloud coming out of its back that floats through the air and propels its self with its limbs even though they are not attached to its body. I drew it, liked the drawing, so then I animated it. Now, a lot of my monsters are more practical that this, but I try to step away from that as much as possible. the more strange and complicated a design, the harder it is to figure out how they move, and the more time consuming their animation becomes. But I still try to make them as much as possible, keeping in mind reasons I want to work on an independent project, and appreciating all the freedom that doing so brings- Sasha


Friday, July 12, 2013

First Post introductions

First post! I suppose this should be a short introduction. My name is Sasha and this blog is about the game I am working on "UNTITLED ADAPTATION GAME" wow~ sounds exciting ha? This blog (at least for now) will primarily be where I post art and perchance talk about my experience making an Indie game. I will talk later about what the game actually is But This is a pretty early stage of development, I have been working on this game for about two months now; so there will probably be changes. More to come Later~ Sasha*