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Messages - Doppleganger
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31
General Discussion / Re: Official Off-Topic Thread
« on: April 02, 2010, 12:42:14 am »
Thanks! I was really impressed with the amount of talent we were able to get on our team. Never have I worked with such reliable artists.


I am! I got relocated in November, chillin in B-game (burlingame) right now. Prolly moving closer to the city in the coming months. You're in the area, eh? I kind of remember seeing that you were, although I can't recall when.

32
General Discussion / Re: Official Off-Topic Thread
« on: April 02, 2010, 12:31:18 am »
We  just pushed our game live!

I was/am the lead artist on this (ongoing) Zynga (farmville, mafiawars) project, and it has been quite a crazy experience thus far. I've learned a ton about what it means to be a manager/director in these short three months, and no doubt sharpened some art and flash skills along the way. I don't personally believe that these social games are all that fun, but I do think that our team did a good job at making it as enjoyable as possible. I encourage you all to check it out, and share your opinions through review on facebook, or here, or wherever. The only pixelart (unfortunately) is the small game icon, but rest assured I claimed that task immediately! :)

http://apps.facebook.com/treasureisle/





33
Pixel Art / Re: [TREE] Elk needs help!
« on: February 25, 2010, 05:15:04 am »
I would suggest lowering the resolution of these trees if your tile size is 16x16 and you have restrictions to the amount you can use. They could be at least a third smaller than they are now and still carry with them all the detail and interest they have now. It would also make it easier to tile, given that there is less to go wrong.

I would pay attention to your light sources though. The tree looks like it is being lit up from the left at ground level. The top of the tree would catch a lot more light in typical daylight.

My suggestion for the tiling, is to craft decent looking tiles out of the perimeter of the tree, and the places that the perimeter happens to fall on when tiled. Which means, that you should edit the edges of the tree so that they mesh well with the areas they overlay when tiled repeatedly. Instead of it looking like a bunch of the same tree pasted over and over, you could create an organic, bushy, and lush forest coalescing in perfect harmony. Part of that is going to be loosening up on that strong lighting, the contrast is so high between the shadows and the highlights, and in such a strange position, that you will probably consistently get grid patterns until it becomes more subtle.

34
Archived Activities / Re: Secret Santa 2009! GIFTS GET!
« on: December 26, 2009, 06:16:35 pm »
Very awesome stuff this year! It always astonishes me how the Secret Santa Event creates an influx of amazingly creative and quality pixel art. Not that it should be surprising, but the sheer amount of it is what gets me.

While there are tons of great pieces this year, my absolute fav has got to be Eyecraft's for Conceit. It's super class on so many levels. Honorable mentions go to the B.O.B, Junkboy, Indigo, Vierbit, and Jad. Really great pieces, too! And of course everyone else. There wasn't a single piece that didn't impress me.

35
General Discussion / Re: Official Off-Topic Thread
« on: November 23, 2009, 06:45:48 am »
Over the course of the past two months I learned that our company might be bought out by Zynga, flew out to San Francisco for an interview by Zynga, learned that we were indeed being bought out by Zynga, and then subsequently left behind what was my life in Wisconsin in order to start anew in California. Surprisingly, it doesn't seem much has changed. I've got a few friends who moved out here from Wisco a while back, and the team that I've been working with over the past three or four years all moved out here, too. So now, I'm basically doing the exact same thing that I was before, just in a new area, and from an actual office instead of my house.

Two things.

1) If there's anybody in the San Francisco area that likes meeting awesome new people, let me know, as I'm down to make more friends.

2) If there are any flash developers looking for a really great place to work, Zynga is aggressively hiring and offers some amazing benefits to boot.

36
2D & 3D / Re: Official OT-Creativity Thread 2
« on: November 16, 2009, 02:06:35 am »
That's coming along pretty nicely, Indigo. A few concerns..

I can't help but feel that you're over-rendering and individualizing the body parts. For example, that line dividing the chest and the torso. Or the biceps connecting into the forearms. Overall the model and parts read like that of a child's action figure.

He seems to be posed in a relatively aggressive manner with his back arched and arms held wide open, but it was not immediately evident and I had to interpret it that way when I was trying to make sense of his stance. I'm not sure if it's easy or hard to adjust poses like that, but if it is, I'd suggest making his pose part of his character. I do realize that the pose may have a lot to do with ease of construction, so if it does you can ignore this. But I do think you could do more with the character in general.

The last thing I'll bring up is his palms. The shapes you can see hardly reflect that of actual anatomy. The skin beneath his fingers wouldn't wrinkle up like that unless his fist was closed. The base of the thumb and the edge of his hand create this shape that is more reminiscent of a butt than a palm. When both actually gradate on the inward position, creating an inverted triangle that lines the fingers.

While these aren't the only issues, they were a few that I thought were worth bringing up. In the end, I think that you are rendering this model too much, and are only using the concept of skin where it is convenient. There are just too many peaks, valleys, and sharp edges at the moment.

Even though this might read as hyper-critical, I would like to affirm that I do like where this is going. And I feel that you are doing a bang-up job of picking up Zbrush. :)

37
Archived Activities / Re: Secret Santa 09 Signup!
« on: November 16, 2009, 01:48:27 am »
In it!

A4 for my gift that I will give.

I like octopuses. Otherwise, I'm a huge fan of clever and humorous artwork. If not either of those, then something bright and colorful. But ultimately, I'd rather my SS to produce something that makes them feel happy and accomplished.


38
2D & 3D / Re: Official OT-Creativity Thread 2
« on: October 23, 2009, 06:18:37 pm »
That's pretty sweet, Dex! Reminds me of some of your pixel work. Definitely love the colors and textures going on in there. The actual subject matter is a bit uninspiring though..


Second serious attempt at concept art styled photoshopping. This was for a to be continued campaign screen for our company's series Battalion.




39
While we're on the subject of animations...



Some of the frames are too sketchy, and everything but the idle was compromised for time. Overall I dig it, but any concerns I'm willing to listen to.  Although, I have to admit that the last few frames of the death animation have this flopping snake body that doesn't look convincing at all. I knew that it didn't, but I didn't have the desire to go back and rework the past 4+ frames to correct it.

40
Archived Activities / Re: HEXQUISITE CORPSE COLLAB II
« on: October 14, 2009, 04:10:47 pm »
#51 please!

timelimit reached


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