Tuesday, 5 July 2016


Ghostbusters controversy.
So because i haven't finished adding voice over and such i had to improvise, i guess in some ways it's more like presenting a pitch, some part of me feels this actually is quite relevant to the topic of this project.

Here's part of the intro put together in after effects before i go into detail about the story.
https://youtu.be/BT5N9xUNO0k

Here's a somewhat fleshed out script with dialog and placement for transitions and imagery.

https://docs.google.com/document/d/1bY92kqO1iaGHKKx2elTemrCwwrl3Dw5GPauGEagaMvQ/pub

The music used was the original ghost busters theme, mixed with some raw audio from me playing the piano from my previous videogame project.

https://soundcloud.com/scott-wallis-4/hjhyhh/s-bGw7u

Undedited audio reading off the script.
https://soundcloud.com/scott-wallis-4/alrighty-1-avgn-first-take/s-E0NAm

The original video that started it all
https://www.youtube.com/watch?v=hz8X2A7wHyQ

the most hated trailer ever
https://www.youtube.com/watch?v=w3ugHP-yZXw

Bunch of imagery, source material that i referenced.



























Thursday, 19 May 2016

Contextual Studies.

INTRODUCTION

Since growing up I've always been fascinated by any form of media, usually it's something through a slick of glass or some kind of sonic sound, regardless of what it is it's also somehow seemed into what i present as artwork today.
For me it was easy to just use Video games as the basis of this Artwork, the problem i faced was on how to go about doing that, having little to no knowledge on how to actually code anything i had to scrummage the internet for ways around this, i came across some popular software titled; Stencyl.
Stencyl introduces a flexible interface that allows you to drag and drop snippets of code through a more visual aspect and also allows you to see behind the GUI and manually make tweaks to said variables.
I started off with a "Crash Course Tutorial"
The first was a basic how to make a 2D Platformer.
the 2nd was a how to make an asteroids clone
these two tutorials were my introduction to the ground work from then on the rest was just trial and error, playing with variables and figuring out how certain things react.
Stencyl tutorial link

Basic variables for a walking function


Asteroids clone



So with the whole learn as i go principal in place  I started doing the stuff i'm most familiar with. Visuals. 


ENVIRONMENTS 

Some random textures

All i knew is i wanted to make a 2d side scroller type game, so i started by painting some random textures.
The first iteration 


The fist area i actually imagined almost like endless pile of wasted artwork, with a character that ventures flying through on the back of some kind of animal much inspired by The Neverending Story, but i didn't feel comfortable working with a light toned more minimal art style so gradually i adapted it to a more melancholic feeling atmosphere.

Redesigned

Final Concept for first area

So now having a somewhat idea on the art direction i began to enlarge the canvas size placing more areas, building composition and trying to have everything feel somewhat natural and organic instead of feeling somewhat out of place or being there just for the sake of.
the first part became the crossroad between the junk/industrial area and the overgrown forestry type area, basically it's a mini hub world from there every other level or zone would be accessed.




The Legend Of Zelda : Wind Waker
The second part of the map to be developed was the temple area, this area was inspired by game called The Legend Of Zelda, i wanted to create some glowing orbs, to kind of show case a little bit more knowledge with a Stencyl, at first i created a mock up through Photoshop
First Concept

Result


Mock-up 
then i went on to creating multiple sprites/actors (in Stencyl terms) that would spawn at random times, in random locations and then fade out.



now to create some kind of sassy contrast i started working on the opposite side, JUNK! heaps and heaps of junk.
the first thing that sprung to my mind was sheets of iron so i started with an old rusty building
(Concept of early building)
First Concept

More Detail
Junk + Background
Second Building


I then started to expand it out, to create some kind of landscape i filled it up with junk, using strong square like shapes instead of curves or rounded edges it slowly developed

Junk Yard

Overall Shot



DEM THINGS DAT GOT CUT

now i should mention, there was more areas i had been working on.
one was a small pond of water just shire of the temple.
Pond


Another was the temple  interior.
Temple Interior
Mushroom

Temple Interior



And finally one inspired by my class room.
Le Class





THE HERO?!

The other grueling process of this was creating a character and animating him.
he probably went through a much larger process than the environments, the early concepts were more about grasping a walk cycle than anything else, as there is always the learning curve of walk cycles etc. initially this was the first version.

Then gradually he evolved ...


















SOUND!


https://soundcloud.com/scott-wallis-4/dasdasd
https://soundcloud.com/scott-wallis-4/mike-teavee
https://soundcloud.com/scott-wallis-4/tick-tock

The initial track was recorded through a desktop mic, the next two were recorded with better hardware. 
Tick-Tock was the final result, it has a more fitting atmosphere, i still would have like to have fleshed it out but i just left it as is, all of these were a combination of acoustic guitar, electric guitar, vocals and 8 bit audio samples.


The end result of this project was an enjoyable and heavy as a learning experience, interactive mediums is still a pretty up and coming thing and it's a field i plan on exploring further.



Wednesday, 22 July 2015

i begun the process of generating small sketches and thumbnails, thinking of builds and personality traits i could give this character, still running along the lines of creating someone who has some kind of engineer experience i started looking at older people, with sore muscles and a hump like back the give more of a sinister appearance, running with this i did four mock up sketches. 
After some quick paint overs i went with a more down to earth modernized elderly, a character began to form.

The story of an old senile bat, who suffers from heart attacks, has issues with his height and dislikes hospital.
Being so stubborn, in his spare time (all the time) he builds machines that he sends out to cause havoc and steal, i still have heaps of polishing and concepts to create that would compliment this but i feel i'm onto a confident design.







Sunday, 19 July 2015

Character Design

Tasked to create a character, who has the traits of someone who's talkative.



Currently, i'm seeking inspiration from John K, with crazy characters and hyper realism in mind i want to create something that's heavily emphasized on that grey line, should i love or hate this character? Burnt Toast man has the form and build of a stereotypical superhero character but his personality is far deeper than that of a standard boring hero.

To use the idea of someone who's talkative currently as of mind i'm thinking of someone who is seen in the village as a hero but in reality he is actually a lying thief who has been deceiving the people for years.

Saturday, 4 July 2015

"HUATOKI"

INTRODUCTION

A project i have somewhat struggled with, having so many ideas and investing so much time, the end result is a hike back to the first idea.

one that was inspired by the happenings from a film project based on the events of the
GET-UP festival, a event that is a collective of mural based works from graffiti artists from all over the country that's held in New Plymouth once a year.

it was the events that happened within this that ended up being the striding continuing of this work, which what i thought would be a pretty relaxed normal day turned into a very windy very wet project, it was under the bridge that i really seen just how passionate these artists are, fighting against the high tide, the gusts of wind and forceful rain.

knocking these artists over, equipment being taken by the river, photographers fearing for their equipment, it was really something remarkable, something that stuck with me throughout the year, running with this idea, it was somewhat inspiration i found that all i needed was a fun way of incorporating this into a project, so i went with something related to some other things that inspire me, more specifically the artists who i feel are underrated the ones who would create Boxart for the videogame industry.
As a kid i was always suckered into buying crappy games just by how the artwork on the front cover looked, the artwork always looked amazing but often when you would play the game it would never actually be anything like that, i was often more interested in having a collection of beautiful box art than playing the games so with that i decided to have a go at recreating something along those lines.
Taking inspiration from the console i was raised around the Nintendo Entertainment System i based the designs on some of the classic games i can fondly remember the difference though is that i was to be working with digital media and not with any traditional  air spray methods, so i had to be careful with certain techniques as it would come across as appearing far too modern and digital this lead me to having the final result looking quite aged and worn, loss of color.

As you can see here, it wasn't exactly the best place to be working.



REFERENCE


Super Metroid cover art. Retrieved from http://metroid.retropixel.net/games/metroid3/



Castlevania cover art. Retrieved from http://castlevaniadungeon.net/forums/index.php?topic=6835.0

After searching through some classic artwork i found these two to be quite interesting in design and technique, and ended up being my main inspiration to capture the atmosphere of Metroid and using design elements of Castlevania (the lines breaking up the imagery and having elements come outside the frame)  


CONCEPTS



This character (who is non gender specific) is representative of the Artists under the bridge, i have given the character a shield made of spray cans to help bring some correlation between  this character and the GET-UP festival, intergrated boots with wings to help with the connectivity of the whole Videogame aesthetic. 

The original box i was working with was going to be based off the Super Nintendo era, i decided against that and to go with a much older NES (Nintendo Entertainment System) box art instead, i used the Airbrush tool over the line work to try and help bring some authenticity from the 80s  and then used the Nintendo seal of approval logo and redesigned my own Rusty Motion logo to a more 80s esque feeling. 

Here, i decided to use my extra time to create another character who i am still out of all honesty not that fond of, at least as far as the final product goes.
The idea for he was that many video games of that bygone era always had a damsel in distress and i felt that it might help build on the atmosphere, i integrated water elements to help give her some kind of sorcery.

PIXEL ART



here is where i decided to create some levels that somewhat represented under the bridge but i wanted it to be far more interesting, so i added things like a chest for items and a tree for a goal and focal point.
I went though a few revisions trying to make the contrasts work as the water was far too busy in the beginning so it ended up being a struggle of balancing detail with lack of, the each part of these screenshots were created as separate sprite tiles and then reassembled into one final piece .

To stick with the authenticity of the design and era, i felt i should create a series of sprites, each created in true pixel by pixel fashion.

This design is supposed to be representative of the Eels and the river itself, i wanted to make it more interesting so i made him hunch and had watery elements dripping to create the illusion of a staff, this way he comes across as a much older being (like the Eels) who is in power.


END RESULT






I felt that i have somewhat achieved a satisfying result, i still feel there are some changes i would like to have made but i certainly had enjoyed this project and i'm glad after all the struggles i finally had something to show, i have been though numerous redesigns and process thoughts i wasn't sure on if i would even finish this project but i'm glad i stuck to it, this has influenced me to venture into the path that i have been fearing for a long time.