Working on apartments:
Is a lot of friggin' work!!
A work in progress, obviously. A simple apartment complex turns into a geometrical nightmare. I love isometric pixel art. *Grumble grumble*.
Thursday, October 29, 2009
Saturday, October 24, 2009
Pixel Joint weekly challenge: Greed: Blood Money
Pixel Joint is a website dedicated to pixel art. I have just started getting some work on there in order to immerse myself into it all, so I don't have much to show there yet. *eep*
Pixel Joint usually do weekly challenges with a theme, restriction(s) or both. This week, which I entered, asked artists to represent one of the seven sins, but were restricting in using the base Windows 7 colour pallete. To see what that is exactly:
I was originally going to do envy, but had a good idea on greed to do an RPG mock-up style thing involving a greedy business person who's hell bent on getting richer and richer. Enter Greed: Blood Money.
My main objective was to ge the character design correct, anatomically, proportionally, everythingally. I've always wanted to do a character like this, so I'm glad I got it done! I mthink the piece lacks in the isometric scene though. My excuse? The pallete! :P
In addition, Pixel Joint restricts previews of pieces to 100 x 100 pixels. But this offers an opportunity to do another piece of work. Enter title screen:
Ohhhh yeeaaah. The Press Start message is italicised and everything, just like in the money-hungry 80's! For factual sake, the image at the back is of Wall street in a three tone setting.
Pixel Joint usually do weekly challenges with a theme, restriction(s) or both. This week, which I entered, asked artists to represent one of the seven sins, but were restricting in using the base Windows 7 colour pallete. To see what that is exactly:
I was originally going to do envy, but had a good idea on greed to do an RPG mock-up style thing involving a greedy business person who's hell bent on getting richer and richer. Enter Greed: Blood Money.
My main objective was to ge the character design correct, anatomically, proportionally, everythingally. I've always wanted to do a character like this, so I'm glad I got it done! I mthink the piece lacks in the isometric scene though. My excuse? The pallete! :P
In addition, Pixel Joint restricts previews of pieces to 100 x 100 pixels. But this offers an opportunity to do another piece of work. Enter title screen:
Ohhhh yeeaaah. The Press Start message is italicised and everything, just like in the money-hungry 80's! For factual sake, the image at the back is of Wall street in a three tone setting.
Labels:
greed,
Mock-up,
Pixel Joint,
RPG
Friday, October 23, 2009
Robot sketches
I was asked to do a design of a cute, perhaps approachable (read: no laser eyes or chainsaw hands) robot for illustrative purposes.
My illustration skills have certainly improved since the last time I tried sketching ideas (not the craft, we're talking WAY in the past). Which one do you thing is the radingest robot of them all?
I've completed a pixel piece I want to put up, but I'm waiting until tomorrow to finalise before I put it up. I'm also going to be working on my time management skills. More efficient! Yay!
My illustration skills have certainly improved since the last time I tried sketching ideas (not the craft, we're talking WAY in the past). Which one do you thing is the radingest robot of them all?
I've completed a pixel piece I want to put up, but I'm waiting until tomorrow to finalise before I put it up. I'm also going to be working on my time management skills. More efficient! Yay!
Labels:
concept sketches,
Robots,
sketches
Saturday, October 17, 2009
'Shmup project' development series - sketches
A couple of days back I showed you some basic shoot-em-up player craft. These were only a start...of the project. Nieeheeee!
Below, some sketches/design sheets for ideas. The idea was to go more futuristic, less conventional, more out there. these are only 2 of what I've come up with (and I haven't only done 2 pages!!)I will be doing some other design stuff in parallel to this over the coming week (well, that is the plan). Hopefully have some animations and delicious sprites up as well!
Below, some sketches/design sheets for ideas. The idea was to go more futuristic, less conventional, more out there. these are only 2 of what I've come up with (and I haven't only done 2 pages!!)I will be doing some other design stuff in parallel to this over the coming week (well, that is the plan). Hopefully have some animations and delicious sprites up as well!
Labels:
Shmup project,
shoot-em-up,
sketches
Thursday, October 15, 2009
With this entry, I create the longest blog I have had! A huzzuh is in order.
Oh yes, the artwork:
Oh yes, the artwork:
I have a bigger idea in mind, and this was just a test to see if I could get a styled take-off sequence working. needless to say, I think I did! It's not 100%; the movement of the aircraft isn't precise and there isn't any lighting on the plane from the obviously bright firey fire.
This animation uses 20+ frames, of which 90% are frames for moving the plane up and back. total colours: 19 all up.
Some still frames:
This animation uses 20+ frames, of which 90% are frames for moving the plane up and back. total colours: 19 all up.
Some still frames:
I wanted to give the impression that the aircraft was really gunning it, but I also wanted it to be an anime-esque take off: Engines to full, and BAM! You'e off fighting space monkeys or mutated alien humans on Mars (note lack of anime watching-ness).
Now to design more craft. I hope to post up some more designy stuff soon once I get permission from the powers that be and are.
Now to design more craft. I hope to post up some more designy stuff soon once I get permission from the powers that be and are.
Labels:
blast,
fire,
flames,
Shmup,
shoot-em-up,
space monkeys,
take-off
Tuesday, October 13, 2009
Current projects and work things
Here's a quick, look at one of the things I'm working on at the moment:
Cityscape is its name. Original dimensions: 2000 x 2000 pixels all up, consisting of 4 1000 x 1000 pixel images. Why did I decide to hurt myself so readily? I've always been enthused by the 'landscape', a made up (or perhaps real) world the viewer can explore and interact with. I was first inspired by the amazing cityscape at lovepixel (the cityscape in question has been taken down to be redone, but images can be found over the net), and I loved searching for the activities people are doing and the infrastructure and city planning design and whatnot, so I decided to do my own.
The image above is indeed a remake of an image that was never fully made (oddly enough), but to continue with the old one (it had glaring stupidities!) would have been silly. Quite silly.
Along with this, I am also doing some game work:
Player craft designs for a shoot-em-up game. While design is still in the early stages, each craft (except the curvy one at the bottom) uses 7-8 colours. Wowza!
Cityscape is its name. Original dimensions: 2000 x 2000 pixels all up, consisting of 4 1000 x 1000 pixel images. Why did I decide to hurt myself so readily? I've always been enthused by the 'landscape', a made up (or perhaps real) world the viewer can explore and interact with. I was first inspired by the amazing cityscape at lovepixel (the cityscape in question has been taken down to be redone, but images can be found over the net), and I loved searching for the activities people are doing and the infrastructure and city planning design and whatnot, so I decided to do my own.
The image above is indeed a remake of an image that was never fully made (oddly enough), but to continue with the old one (it had glaring stupidities!) would have been silly. Quite silly.
Along with this, I am also doing some game work:
Player craft designs for a shoot-em-up game. While design is still in the early stages, each craft (except the curvy one at the bottom) uses 7-8 colours. Wowza!
Labels:
Cityscape,
project,
projects,
Shmup,
Shmup project
Pixel Art is pretty rad and so are you!
Hello everyone!
My name is Adam Falconer and welcome to this art blog, one of many which you have probably already seen.
Is this one different? Is this one special, captivitating, life changing? Art is subjective to us all, so it is entirely possible any or all of these three things may be felt by you, but this is not the objective of this blog. This blog is a simple corner, MY simple corner of the internet to demonstrate, explain, and explore my works in Digital Art, Pixel Art and Digital Design.
I hope to, with this blog, reveal more than a simple image could, as well as giving some inside knowledge through the use of WIP screenshots and general descriptions of methods and whatnot.
All in all, I hope you enjoy browsing everything here. It's sure to be a hoot! Probably!
My name is Adam Falconer and welcome to this art blog, one of many which you have probably already seen.
Is this one different? Is this one special, captivitating, life changing? Art is subjective to us all, so it is entirely possible any or all of these three things may be felt by you, but this is not the objective of this blog. This blog is a simple corner, MY simple corner of the internet to demonstrate, explain, and explore my works in Digital Art, Pixel Art and Digital Design.
I hope to, with this blog, reveal more than a simple image could, as well as giving some inside knowledge through the use of WIP screenshots and general descriptions of methods and whatnot.
All in all, I hope you enjoy browsing everything here. It's sure to be a hoot! Probably!
Labels:
Adam Falconer,
Introduction,
StylePixelStudios
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