IP Incubator Club Thread 2013: Bi-Week-007: July 1-July 28- 2013

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  07 July 2013
IP Incubator Club Thread 2013: Bi-Week-007: July 1-July 28- 2013

IP INCUBATOR CLUB:
PROJECT SPOTLIGHT

(Every two weeks I will spotlight one of the Incubator projects. To have a chance for a spotlight, just post a WIP on out IP incubator threads.)
Concept Name: SCHIRKOA

Website: http://www.schirkoa.com/

CGTalk WIP thread: http://forums.cgsociety.org/showthr...f=153&t=1103500

Project Description:
SCHIRKOA is the story (an IP maybe) I will be trying to develop in coming years.
At the moment I am aiming at an animated Short Film. Followed by a graphic novel. And then let's see what else can come out. It's set in a dystopian city, involves bagheads and some other 'creatures'



Status Number: 1

Team Members: 2
Ishan (Writing/Directing/CGI/Graphic Novel/everything else)
Yiming (Rigging/Animation/Simulations)

Start Date : Mid 2010. But it's been mostly off until Summer 2012.

Estimated Completion Date : February 2014 (Short Film)

What went right this week: Basically, things got moving! Yiming (my rigger, animator friend) has come on board. He will be working from Singapore. The site is finally up. It's still pretty empty, but hopefully I will be more consistent with updates. Talked to a music composer and the conversation proved fruitful.

What has gone wrong so far: I was chasing wrong rendering style. And I never locked the story down. These 2 mistakes left the film in a limbo. I am exploring some faster and simpler rendering styles and aiming to lock the story pretty soon.

Show & Tell :
A couple of drawings from my old storyboard. None of these sequences or characters are in the film any more, but these have provided strong foundation to the style of my upcoming graphic novel.









__________________
SCHIRKOA
Kalki - Short Film
TEN : Secret Agent : Uplift Universe
www.ishanshukla.com


Rob Note:
Please do post projects you are working on, I WILL eventually spotlight them.

Welcome to the IP INCUBATOR CLUB
Past Threads:
IP Incubator Club Thread 2013: Bi-Week-006: June17-June 30- 2013
IP Incubator Club Thread 2013: Bi-Week-005: June 3-June 16- 2013
IP Incubator Club Thread 2013: Bi-Week-004: May 20-June 2- 2013
IP Incubator Club Thread 2013: Bi-Week-003: May 6-19- 2013
IP Incubator Club Thread 2013: Bi-Week-002: April 22-May 5- 2013
IP Incubator Club Thread 2013: Week-001: April 15-21- 2013


Projects So Far:
---Click To Expand---
[ SPOILER - Click to reveal ]
Spoiler:

The Projects so far this week:


Project Name:____________CATEGORY:___Start Date:___ First Post______Link

Pole Force 1____________Games ______Jan 2013_____Q4 2013 ___Link
STASIS_________________Games ______Dec 2010_____04-16-2013 ___Link
NeverEndingPrincessStory___Animation____TBD_______ ___04-16-2013___ Link
Le Gouffre_______________Animation ___July 2011______04-16-2013___ Link
Top secret project _________Animation ___TBD_________04-16-2013____ Link

Spec Commercial__________Animation___ April 2013______04-17-2013___ Link
I am the Antagonist________Cross Media _TBD__________04-17-2013___ _Link
SCHIRKOA_______________Animation___ Mid 2010______04-17-2013___ Link
HYPERREALITY ENGINE_____3D Engine ___ April 2013_____04-18-2013___ Link
Blaster X HD_____________Games ______End of 2010____04-25-2013 ___Link
Soliloquy of a Madman _____ Games _____January 2013___04-23-2013 ___Link
Le Gouffre _______________Animation_____ July 2013_____ 04-23-2013___Link
I LOVE KAIJU_____________Animation___ April 2013______05-04-2013___ Link
NeverEndingPrincessStory __ Animation __June 2010_______04-29-2013___ Link


THE IP INCUBATOR CLUB.

in·cu·bate


/ˈɪnkyəˌbeɪt, ˈɪŋ-/ Show Spelled [in-kyuh-beyt, ing-] Show IPA verb, in·cu·bat·ed, in·cu·bat·ing.verb (used with object)
1. to sit upon (eggs) for the purpose of hatching.
2. to hatch (eggs), as by sitting upon them or by artificial heat.
3. to maintain at a favorable temperature and in other conditions promoting development, as cultures of bacteria or prematurely born infants.
4. to develop or produce as if by hatching; give form to: His brain was incubating schemes for raising money.

Welcome to the IP Incubator Club
The idea behind this Club is simple


POST WEEKLY UPDATES of Original IP that you are developing. Hopefully IP that can eventually help the creator generate some income.
Also you should provide CONSTRUCTIVE FEEDBACK to the work posted by other posters of the club.

The idea of this "Incubator Club" is to get away from the gloom and doom and provide a lifeline of support for our fellow artists.

The artists will have at their discretion how much they wish to share on the projects they are working on, what program they will be using and the medium . But the IP HAS BE AN ORIGINAL CREATION.


YOU HAVE ONE WEEK TO POST AND UPDATE..

There are 3 ways to participate:
  • IP CREATOR



    Post bi-weekly updates of ip you are developing.



    Some Examples:
    • A 3d artist developing a line of Vinyl toys on ZBrush
    • A game developing working on a mobile game that uses Geo spatial data.
    • An Artist working to update his porfolio
    • A group of animators animator working on a weekly web series
  • But If you post your idea, please provide feedback on other's ideas.
IP REVIEWER










Provide reviews and comments of the IP being developed.
  • I am looking for people like Roger Eberts of the world and not the Simon Cowels.DIVAS will NOT BE TOLERATED.




  • IP MENTORSHIP



    An experienced artist/ develop can offer mentorship for the IP creators.



    Some examples:
    • An AAA game developer looking to help upcoming talent
    • Experienced feature animators could review game animations.
    • Writers can comment on story points
ANYONE CAN JOIN.







DEVELOPER CO-SPONSORS
My wife is a social worker and she suggested the idea that we use a SPONSOR model similar to AA. The idea is to match developers with individual sponsors. People whose responsability is to monito the progress of a specific project. The sponsors would be fellow developers. It would be their responsibility to provide support and provide guidance to the developer from an outsider's point of view. I'm not advocating "mentorship" where there usually is an imbalance of expertise/knowledge between two parties. Rather, I envision sponsorship to be a vehicle for peer support, for consultation between and among artists who each have valuable tools, experience, and knowledge to share. Sponsorship is method for both parties to learn and grow professionally and perhaps personally as well.



The Concept
___________________________
Ok so lets recap:
The idea behind this IP incubator club is to provide a cool hangout place for IP creators. recap....
Weekly threads will be posted, to provide encouragement for developer to keep working on their idea.

On way to see this is to think of us as a spotter on your local gym.
You use your WIP thread to post your regular updates, But ONCE A WEEK you post on the IP INC thread a summary, based on the forsmat posted blow.

GENERAL RULES:
  • FOR GEN DISCUSSION of the IP CLUB CLICK HERE: Your Own IP?
  • WEEKLY WIP are encouraged
  • On your weekly post please Fill the following information (you can cut and paste it
CONCEPT NAME:



STILL IMAGE: (VOLUNTARY)

CATEGORY:

Art
Animation
Comics
Design
Fashion (3D Printing)
Film
Games
Merchandizing
Publishing
Technology
Toys
Web Comics
Video

PROJECT DESCRIPTION:
STATUS NUMBER: 1
TEAM MEMBERS:(Voluntary)
START DATE
ESTIMATED COMPLETION DATE : (Voluntary) -
WIP THREAD:
WHAT WENT RIGHT THIS WEEK:
WHAT WENT WRONG:
SHOW AND TELL:




  • WIP thread should be posted on the appropriate CGSociety/Game Art Sub forum and should follow the following naming convention: IP Incubator!:xxxxx:
  • Only participants who follow the rules and submit a weekly Entry entry will be eligible for a monthly spotlight ( A frontpage plug).
  • Any piece caught breaking the rules will be taken off the thread.
  • When you are done creating your IP please do give at least a thank you to the IP. We need the press.
RESOURCES:
ART LAW RESOURCES:
--CLICK TO EXPAND--
[ SPOILER - Click to reveal ]

MARKETPLACES:
--CLICK TO EXPAND--
[ SPOILER - Click to reveal ]
Spoiler:

CONFERENCES:
--CLICK TO EXPAND--
[ SPOILER - Click to reveal ]
Spoiler:

Digital Media:
Gaming:Europe: Comics:
  • Comicon
  • SPX
Animation Festivals:
  • SIGGRAPH
  • Bradford Animation Festival

__________________
LW FREE MODELS:FOR REAL Home Anatomy Thread
FXWARS
:Daily Sketch Forum:HCR Modeling
This message does not reflect the opinions of the US Government


Last edited by RobertoOrtiz : 07 July 2013 at 03:03 PM.
 
  07 July 2013
CONCEPT NAME: Pole Force One
CATEGORY: Video Game (PC/Mac/Linux) & Comic Book
PROJECT DESCRIPTION:

"3 sexy super-hero strippers and their trusty DJ join forces to fight for human rights and social justice"
Read the Introduction / Description in this post

This IP is intended to be used to create a side-scrolling 3D beat-em-up' game which focuses on fast paced, co-op action which both draws elements from older games from the same genre (Double Dragon, River City Ransom, etc...). The premise is meant to be ridiculous and a comical reflection of real world problems which the girls will address. I am also exploring the possibility of adopting the IP into a comic book series which follows the same story as the game, but more in-depth.

STATUS NUMBER: 2
TEAM MEMBERS:
Grant Moore - Everything! Except...
Chris Taylor - Concept Art

START DATE early 2011
ESTIMATED COMPLETION DATE : Pitch Package & Kickstarter Campaign, December 2012
WIP THREAD: n/a
WHAT WENT RIGHT THIS WEEK:
Laid out the major story arcs and the ground-work for developing the story further. Almost completed the written portion of my initial pitch-package. As well, I borrow a stack of comic books from my well-read friends, including one called "Understanding Comics" which gives an excellent overview of comics in general. Very helpful reading as I prepare to start writing a sample 3-page draft to test the idea.

WHAT WENT WRONG:
I went on a 3-day bachelor party trip and didn't get to work on it this weekend.

SHOW AND TELL:

This week, I'm going to show off the first character sheet in the pitch package. This is Roxie, the leader of Pole Force One.

__________________
ComboMash Entertainment Inc
Website | Twitter | Facebook | IndieDB | PressKit
 
  07 July 2013
Rock on man, so glad to see the IP Incubator Club rolling on!
__________________

Lloyd Harvey
Twitter Me
www.lloydharvey.co.uk
www.oniworld.co.uk
 
  07 July 2013
Cool stuff Grant! Do you plan to hire some people to help you make the game if you Kickstarter campain is successful, or is it a one man project?
__________________
One short film, two years, three people : Le Gouffre
I also do freelance illustration! Mr. Cuddington
 
  07 July 2013
CONCEPT NAME: Le Gouffre



PRODUCTION BLOG: http://legouffre.com/en

CATEGORY: Animation

PROJECT DESCRIPTION:

Le Gouffre is an 8-minute animated short film about two travellers who embark on the amazing journey of crossing an impossible gap. We are working full-time on this film, living on our own money, and we are basically trying to tell a great, dramatic story for everyone while creating a unique look that blends hand-painted textures with realistic animation.

PROJECT GOALS:

Win festivals, then make a big hit on the internet and gain the visibility and credibility that will allow us to eventually be able to live on telling our own stories.

STATUS NUMBER: 6

TEAM MEMBERS: 3

Carl Beauchemin - Animation and Rigging
Thomas Chrétien - FX and Compositing
David Forest - Animation and Art Direction

START DATE: July 2011

ESTIMATED COMPLETION DATE: December 2013

WIP THREAD: http://forums.cgsociety.org/showthr...f=153&t=1085457

WHAT WENT RIGHT THIS WEEK:

Thomas is almost finished with the very last shot involving fire in the film. These took a long time to get right, so that's a good thing. Personally, I've managed to do texture paintovers for six new shots in the last two days, which is a very reasonable pace for the nice quality of the results.

WHAT WENT WRONG:

Two of us moved out in a new appartment recently so it set us back a little.

SHOW AND TELL:

This week on our production blog, we decided to show how we did our cliff textures using ZBrush and a nice little trick with ZAppLink.

Here's an image showing the different steps. (click to enlarge)


And as always, if you want to have more detail, feel free to check out our blog:

http://legouffre.com/en
__________________
One short film, two years, three people : Le Gouffre
I also do freelance illustration! Mr. Cuddington

Last edited by Frotze : 07 July 2013 at 08:22 PM.
 
  07 July 2013
Thanks for the plug Roberto! We are making descent progress and hopefully some update will be out in a week
Quote: This week, I'm going to show off the first character sheet in the pitch package. This is Roxie, the leader of Pole Force One.

grantmoore3d,
So you really HAVE to start this project you are itching for eh! Cool mate. Can't wait to see the space drag queen On a side note, I like the character profile, but also feel that character concept art can get little more love.

Quote: I've managed to do texture paintovers for six new shots in the last two days, which is a very reasonable pace for the nice quality of the results.

This week on our production blog, we decided to show how we did our cliff textures using ZBrush and a nice little trick with ZAppLink

Frotze,
You guys are moving at brisk pace! I think we need a trailer soon Cool rocks by the way.
 
  07 July 2013
Originally Posted by redCigarette: grantmoore3d,
So you really HAVE to start this project you are itching for eh! Cool mate. Can't wait to see the space drag queen On a side note, I like the character profile, but also feel that character concept art can get little more love.


Yes, as soon as I re-visited the project I realized I was a lot more passionate about working on this one, so I've been going at it like crazy! As for the concept art, it's not perfect, but a friend of mine is doing it for me for free/practice, so there's only so much I can ask of him. Trust me, you wouldn't want to see what it would have looked like if I had drawn it!
__________________
ComboMash Entertainment Inc
Website | Twitter | Facebook | IndieDB | PressKit
 
  07 July 2013
Those storyboards are great. I established my style by rendering backgrounds first over and over again, there are lots of different ways to get style established so it's interesting seeing other people's techniques (I know many animators who do everything based on turns, which I've never done unless a client required them).


How is Le Gouffre doing as far as general public awareness? Are you guys successfully getting a following for the project?
 
  07 July 2013
CONCEPT NAME: Blood Runs Dry
CATEGORY: 2d Animation
PROJECT DESCRIPTION:
'Blood Runs Dry' is a short horror/drama film (~10-12 minutes) about two black men in the South in the 1940s. One is the aimless son of a former abolitionist, drifting through town. The other is an impoverished sharecropper at wits end. While hunting for rabbit the sharecropper is hypnotized by a demonic force which consumes him (not a full possession) through his anger and marks him in a way only the other force will be able to see. The other man, while saving a life, is exposed to a calming force instead and lets go of what anger he had. They're drawn beyond explanation towards each other for a confrontation. Very little action, although there is gore in it and weirdness.

STATUS NUMBER: 2
TEAM MEMBERS:1-Moi

START DATE: June 2013

ESTIMATED COMPLETION DATE: October 2014

WIP THREAD: http://forums.cgsociety.org/showthr...561#post7610561

I've got my method down. Instead of a ton of hand wringing I'm not going to take time with detailed breakdowns, I'm just going from my general storyboards directly into the animation, and where needed I'm just using extremely generic backgrounds that get the negative space right. I'll do the actual rendering later. Same with the animation. Roughing it in now, I'll do all the tweaking later once I have some voice work to go with the images. Got a little better handle on the Flash Inverse Kinematics, which are still weird to me but I can get them to work with tweening for some basic uses. Definitely sure of how I can accomplish the old photograph look with background. Still not completely there with human figures.

Good couple of weeks despite not having much new actual animation.

WHAT WENT WRONG:
A lot more discovery of scripting limitations of Actionscript. I knew about the issues in app and web work (JSON hand shaking problems etc.) but it's been interesting to see how many problems Flash has with other things, like impossibly inconsistent video import problems which cause issues with rotoscoping. If nothing else KISS applies here and I'm fine with that.

SHOW AND TELL:

Rabbit Eating - Example of rough animation that conveys everything while mostly acting as a placeholder
 
  07 July 2013
Everything right now looks really interesting.


@Grant: May I make a design suggestion since you are using Pole dancers as main characters? They should probably look a bit more like this:



Note: Yes, in our Team I get questioned occasionally about whether I'm focused on the Story or on the Sell... .but as I suggest this visual... it's to communicate very directly the "wildness" and off-kilter nature of your concept... I trust in anything else you're planning.

That's the "High Road".. the "Low Road" is... ."You're making a pole dancers game and your leads aren't impossibly sexy women wearing nylons and policewoman costumes?!? Seriously?!?!"

Either way works.

Oh and don't stop at policewoman.... She-Devils, Leopard spot themed costumes, furry handcuffs, Skin-tight space girl costumes.

You already chose Pole Dancers and Sex Workers, man... RUN WITH IT! Walk it like you OWN it.

And there better be a one-eyed Tentacle Monster in this game. Seriously.
MAKE IT HAPPEN.

P.S.: Three Day Bachelor Party Trip eh? Did that double as "research"? Use anything. Nothing is sacred.
__________________
"Your most creative work is pre-production, once the film is in production, demands on time force you to produce rather than create."
My ArtStation

Last edited by CGIPadawan : 07 July 2013 at 12:31 AM.
 
  07 July 2013
Originally Posted by malcolmvexxed: How is Le Gouffre doing as far as general public awareness? Are you guys successfully getting a following for the project?

It used to be mainly our friends, families, and coworkers, but it seems to have started spreading out in the last few months. Now we're starting to have many likes from other countries. I wouldn't have thought, but we're getting a lot of love from France on the 3dvf forums.

Originally Posted by redCigarette: Frotze,
You guys are moving at brisk pace! I think we need a trailer soon.

Working full time on this helps. But yeah, I think we have a good pace right now.
As for the trailer, we're actually working on something. More infos in the upcoming weeks
__________________
One short film, two years, three people : Le Gouffre
I also do freelance illustration! Mr. Cuddington
 
  07 July 2013
@Frotze - The current plan for the kickstarter is to fund myself working on the game for a year, to be able to hire a sound design team and pay my concept artist to keep doing his thing and help out with 3D models / textures. I'm still planning out the campaign (probably going live in November) but am at a point where I have a rough idea of the budget I need to ask for, but am unsure if I can get enough support. $40k is my bare minimum requirement, which is not un-reasonable but will require a lot of work to pull off successfully.

Also, do you live in the same place as your other artist on the team? If yes, do you find that works well? I was contemplating making an offer to my concept artist buddy to move out here with me if the KS campaign went successfully. I think he'd be the kind of guy who would go for being a hermit for a year to help build out a game like this (obviously I'd cut him a fair deal for revenue sharing).

@CGIPadawan - As always your suggestions are awesome and making me laugh. Have no fear, I'm definitely going to be pushing the premise with the other charactesr, and more interestingly the enemies. And I'm going to make sure the level design gives ample opportunity for the girls to spin around various poles when fighting!

Roxie is actually not one of the dancers but rather the owner of a club called "Roxie's Lounge". She's the leader of the group and acts as the solid foundation on which the entire team operates. I wanted to make her more reserved on purpose, so she felt more like a leader and less like "eye-candy". One of the challenges with my design is that I want to avoid the classic mistake made in video games where the female characters are just big boobs with no substance... so while I will absolutely go wild, I want to ensure the main playable characters have substance. Next update I'll be sharing a much more wild and provocative character and would welcome more feedback about this.

@malcolmvexxed - Still quite like your style, will be interesting to see where you go with this. I'm curious, will you have dialogue in the short? Also, any reason you chose to use Flash in particular to animate?
__________________
ComboMash Entertainment Inc
Website | Twitter | Facebook | IndieDB | PressKit
 
  07 July 2013
Originally Posted by grantmoore3d: @CGIPadawan - As always your suggestions are awesome and making me laugh. Have no fear, I'm definitely going to be pushing the premise with the other charactesr, and more interestingly the enemies. And I'm going to make sure the level design gives ample opportunity for the girls to spin around various poles when fighting!

Roxie is actually not one of the dancers but rather the owner of a club called "Roxie's Lounge". She's the leader of the group and acts as the solid foundation on which the entire team operates. I wanted to make her more reserved on purpose, so she felt more like a leader and less like "eye-candy". One of the challenges with my design is that I want to avoid the classic mistake made in video games where the female characters are just big boobs with no substance... so while I will absolutely go wild, I want to ensure the main playable characters have substance. Next update I'll be sharing a much more wild and provocative character and would welcome more feedback about this.



If Roxie is the owner of the nightclub then she could be an old "Hot Mama" type (think: Danni Ashe or other similar retro type), or a fat "former hot model" type... OR a GAY male pimp with oversized glasses and zebra-striped necktie with a garrish neon green and purple suit or a STRAIGHT male pimp with no shirt ala James Franco in "Spring Breakers".

Honestly the current Roxie looks too much like the original "buttoned-down" Linda from Double Dragon... Again, you want "eye-popping" visuals... you want to GRAB people when this thing goes live.

So you really NEED this "almost Hard-R for the LULZ" type of design language.

Substance in these types of projects should be more about providing an avenue for a narrative but dipped thickly in the "base imaginations" of men... particularly young men age 15 or lower who will devour a game that allows them to "titillate" themselves while they're 3 years away from being able to actually watch a real R-Rated film.

There's a coming-of-age play that will go on between your game and these players (not unlike how a lot of kids in Asia tuned in to "Space Sheriff Shaider" because his female partner always appeared in this really tiny mini-skirt) but also a chance to make them more aware of something important.

Just don't let the need to inform these players get in the way of what they think they are buying when you claim your game contains "super sexy" heroines.
__________________
"Your most creative work is pre-production, once the film is in production, demands on time force you to produce rather than create."
My ArtStation

Last edited by CGIPadawan : 07 July 2013 at 11:28 PM.
 
  07 July 2013
Quote: Yes, as soon as I re-visited the project I realized I was a lot more passionate about working on this one, so I've been going at it like crazy! As for the concept art, it's not perfect, but a friend of mine is doing it for me for free/practice, so there's only so much I can ask of him. Trust me, you wouldn't want to see what it would have looked like if I had drawn it!

grantmoore3d
Fair enough As long as it all looks great in the final game it hardly matters.

Quote: Those storyboards are great. I established my style by rendering backgrounds first over and over again, there are lots of different ways to get style established so it's interesting seeing other people's techniques (I know many animators who do everything based on turns, which I've never done unless a client required them).

malcolmvexxed,
Thanks. I initially started drawing some basic storyboards, but as I had a graphic novel in mind, I was going for a more detailed approach. Now I would go with this style for the graphic novel too.
Any chance of seeing more tests from you? In that rabbit scene it's kind of hard to see the potential of your style.
 
  07 July 2013
PROJECT DESCRIPTION: STASIS

TEAM MEMBERS: 1

WHAT WENT RIGHT THIS WEEK:

Im still heavily involved in the nuances of setting up a crowd funding campaign. I really want to run 'the perfect campaign', but Im sure that that's what most developers set out to do!
Planning is a very big step in the process, with me planning as much as possible, and trying to make sure that I have 'all' the information to get going forward!

Im having some issues in planning out the physical rewards, in that because Im one person, it can be quite daunting to try and plan, price, and print things like art books, and sculptures.

I've also been hard at work on the introduction cinematic, which is currently 5 minutes long, and reeks of pure awesome.

WHAT WENT WRONG:

Double Fines recent issues with Broken Age have made some people a little less eager to back other projects, so its a bit of a worry for me. That said, they seem to be handling the press pretty well, and generally the existing backers are giving them support (thanks mainly to the documentary). So we will see!
 
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