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I am an animator and indie game developer.

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  • Recently most of the speed-sculpts I have done have been people. I decided to do an animal this time around. In this case it was a horse. I am have not yet decided If the animals in the game will be completely fantasy based so the horse may not be applicable. It does not however hurt to practice using more varied subject matter.

  • A 45 minute speed sculpt. The idea was to do a slightly cartoony character with a triangular head. The cranium is not extremely small as I was not looking to do and out and out caricature. I think hi would be a rather quiet thoughtful character, gentle but with an underlying danger if he were to ever get angry.

  • This is an environment concept painting for the game using the layout for the castle I did in Houdini. I am going to do a couple of these working on the model. This is just of 2 hours of work I may put some more time into it but I decided to release the time-lapse now because I don't like really long time-lapse videos and think that a time lapse of more than 2000 times the original does not give a real Idea of what someone is doing.

  • There is not much game related work that I have finished over the last couple of days. most of the work fits into fits into the "idea used as exercise but might become part of the game in future" category. The main reasons for this are that whe have had power cuts, and that a new version of Houdini has come out. The new features that apply to me are pretty technical they are called PDG's and will be very useful. The will however take a long time to get used to. This exercise is a sculpt using reference of a fighter. I will need to design more enemies and therefore want to have some rougher features. This was also a chance to work no getting the points of the face right as it is always a good idea to work on your anatomy knowledge.

  • It has been a pretty bad day, I managed to break my scanner . It was my fault, it's the hazards of being a large clumsy oaf. So I am not going to be able to post any drawings for a while. Apart from that I have managed to get quite a bit done although not enough in the engine itself. This video is more of me detailing the scale character. This will be a generic character and I use him to work on a lost of the animation I will also be testing the facial rigs on him. At the moment I am working on the topology but I will try to make the character better looking once the main mesh is finished.

  • A quick sculpt a an armored reptile. I vacillated between a type of lizard and a type of turtle I ave still not made up my mind. I might come back to this at some point and decide. I kept his head on the round side which makes him a bit cutesy which might make him unsuitable for the game when I decide on the final art style .

  • These are sculpting exercises, they are similar to the speed-paints as they are done in a limited amount of time an the look of the final piece is not of primary importance. I have not done any sculpting for long time so i really need to sharpen up before the basic rig meshes are finished. The base mesh will be used to sculpt the actual in game characters. These are pretty ugly but they are useful for improving you sculpting.

  • finishing this took a lot longer than I had planned. Replacing my ramblings with intelligible audio can take quite a while. The fact that the weather has been very hot has only made matters worse. In any case this is the next phase with the stairs as I add sides to them and also add in banisters. #devlog #modelling #houdini

  • Here I add detail to the face of the scale character. This will allow me to have a generic character so that I can work on facial animation. I will also now have a base topology so that I can work on more detailed individual characters and character traits in texturing apps like zBrush. #devlog #modelling #houdini #time-lapse

  • After doing a lot of work on the technical parts of the game I am left with very little to show. I t has been one of those weeks where you learn a lot but achieve little . I have go some concept work done and doe a little modelling. I have also started to work on the auto-rigging script as well as couple of minor tools. The following are a couple of colour sketches. The point of them is to capture a mood and give an sense of place, as well as to practice my colour and lighting. I do not do enough colour or landscape work and it shows but they are not meant to be finished works so it is not as important to get the composition and lighting perfect. #devlog #sketch

  • A rough colour sketch for this character. It is a long way from a finished work but as I have a long way to go in terms of the project as a whole I will leave it in this state for now.

  • This a time-lapse of a system I have been working on in order to allow me to layout levels more quickly. I need to get buildings to a workable state quickly so that I can work on game-play, environment as story elements. This system is based on creating rough floor plans lo allow me to quickly generate the geometry based off image maps. The system is hardly revolutionary but it does allow you to get scene elements of the correct scale (especially buildings) very quickly. #devlog #modelling #game #timelapse

  • This a very rough character sketch. I have not been doing enough work on my digital painting and it shows it also serves as a lesson as to why one should use reference as there are a lot of things wrong with it. The main point however is not to make a good drawing but to develop characters and their emotions and moods in order to construct the game world and story. In this case quantity is far more important than quality as I will choose the works I need to develop as I get further into the project. At the moment I am doing too little and I need to step it up a bit.

  • In another devlog that aproaches eing a tutorial I cover the modelling of the basic stairs. these will be used to block out basic levels and the geometry will later be swapped out with a more detailed version. #devlog #houdini #game

  • A time-lapse of the me modelling of the basic character.

  • I have a small update on my steemit blog.

  • This has taken a lot longer to put up than I it should have. I got distracted by a quite a few things chief among them was the substance acquisition. That said here is the outline of the control rig prototype

  • This is just a short update I have finished nowhere near as much work as I would have liked to this week.

  • The basic camera is now set up (apart from tweaks and optimizations. I have also modeled the stand-in model for the bows.

  • A time-lapse of the modeling of stand-in clothing assets. This will allow me to start working on inventory and ans character setup.

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