IP Incubator Club Thread 2013: Monthly-010: -October 2013

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Old 10 October 2013   #1
IP Incubator Club Thread 2013: Monthly-010: -October 2013

IP INCUBATOR CLUB:

PROJECT SPOTLIGHT

(Every month 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:

Oni World: Klank's Story



CATEGORY: Games

PROJECT DESCRIPTION:

Back in Janurary 2013, I started putting together art work for a world building project that I just wanted to build up over time as my own, unique IP called Oni World. I had no intention of monetizing it, trying to get work/clients off of it or any thing like that. I wanted to just create characters and stories for the sake of creating them.

Not too long ago, my co-worker Sam, a programmer at the gaming company I work for, mentioned he wanted to make a 2D platform game like Rayman and Abe's Odyssey. I thought, "hey thats cool," and didn't think any more of it.

Sam checked out my Oni World website and suggested that we make a game set in that world. So, although knowing it was going to be the death of me, I said "okay," and on the 1st of September, the project was born.

TEAM MEMBERS: 2

Me, Lloyd Harvey (@shrunken1985), Art and Design.
Sam Hellawell (@Beckiwoosh), Programming.

START DATE: September 1st, 2013

ESTIMATED COMPLETION DATE : September 2014

WHAT WENT RIGHT THIS WEEK: We selected a character from my pre-existing roster, and decided that Klank's story, was the one we were going to tell.

SHOW AND TELL:
Pre-existing design of the Klank character:


Some Ogres who will be featuring in the game:


The Basalt Greenlands, a location in the game:


A Kotati Spirit, a key component in the story:


Production will start soon, so hopefully in the next few weeks I'll have some more stuff to share.

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: Monthly-009: -September 2013
IP Incubator Club Thread 2013: Bi-Week-007: July 1-July 28- 2013
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
IP Incubator Club Thread 2013: Monthly-008: July 29-August 31- 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 Wrath June 2012 - October 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 MONTHLY 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

 
Old 10 October 2013   #2
Funny how everyone seem to be jumping into the Ip development bandwagon...

Autodesk to invest in DeviantART
__________________
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

 
Old 10 October 2013   #3
I honestly think the independent IP's are moving towards being the next digital gold-rush, there's just so much access to creativity these days. I've actually been thinking about the merits of putting time into developing a social website focused on building a community of people interested in IP development and giving them tools to make the process easier (such as finding collaborators, getting feedback like we do in these threads, etc...)
__________________
ComboMash Entertainment Inc
Website | Twitter | Facebook | IndieDB | PressKit
 
Old 10 October 2013   #4
Thanks for the spotlight RobertoOrtiz, really appreciate it. I will be posting a production update this month I think, once I've put together some nicer looking concept work its all rough at the moment.

I think we're entering a bit of a Renaissance with indie development and its probably due to a mix of things. Like, I think that there are a lot more viable distribution channels for people to release their works, lots of ways to get investment and a strong response from audiences who are looking for something that has been crafted with love. Its a cool time if you have niche tastes I think.
__________________

Lloyd Harvey
Twitter Me
www.lloydharvey.co.uk
www.oniworld.co.uk
 
Old 10 October 2013   #5
Hey guys,

Thought you'd like to see the latest updated STASIS website over at http://www.stasisgame.com/

There some cool new screenshots there, game info, and the announcement for the Kickstarter Campaign start!










I've put a lot of work into planning the campaign, but also very carefully planned a lot of the lead up to the campaign (a place where I think a lot of the smaller indies fail).

I also met a whole lot of artists and developers today at a gaming expo, and I have to say that the level of local talent in SA is quite astounding!

-Chris
 
Old 10 October 2013   #6
Quote:
I've put a lot of work into planning the campaign, but also very carefully planned a lot of the lead up to the campaign (a place where I think a lot of the smaller indies fail).


Can you offer some advise on your planning strategy?
 
Old 10 October 2013   #7
Quote:
Originally Posted by banman7
Can you offer some advise on your planning strategy?


One of the largest things is to actually have some sort of announcement plan. Many of the indie KS's tend to only start to push the press DURING their campaign, and can lose out on precious days of people not knowing anything about them. This has a knock on effect, of the campaign appearing unpopular, as it has been going for a few days, with a minimal amount of support.

Building up a press list, and keeping in contact with the journalists is a must. I write each email personally to them (so not just a stock press release), follow them on twitter, comment on their articles...build up a personal connection. The gaming news sites are THE LIFE BLOOD OF ANY INDEPENDENT GAMING PROJECT. There is NO way you are going to be popular, or successful without them. And honestly, they are nice people. They WANT to talk about cool stuff, and they WANT smaller guys to succeed.

Another thing is to have a mailing list on your website, so that you can build up a fan base, and have a large enough influx on your opening days of Kickstarter. Now the list for Stasis has been going for almost 2 years, so its nice and hefty, but its never too late to start one!

The biggest thing I have before the lead up is the press demo. Its the first chapter of the game, polished to a shine. Im custom building each demo for the different journalists and lets players, watermarked with their sites logo. Again, I feel that this goes to the personal relationships you need to build with these guys (and girls!).

Pre-write your press kits and announcements, but only in draft form, so that you can be flexible with certain things. I don't know what people will respond to in the demo, or in the game itself, and having a stringent 'plan' of release wont allow flexibility.

Something that's also often missed when doing something like this, is the simultaneous release of the Greenlight, and KS campaigns. Greenlight gets a MASSIVE amount of traffic in the 48 hours (you are in the 'NEW ON GREENLIGHT lists, etc), as well as Kickstarter getting a lot of traffic and exposure. It would be insane to not leverage one against the other! Now this WILL be more work (running 2 campaigns instead of just one), but you can really cross pollinate the 2 platforms. People who back KS projects are very likely to back your game on STEAM, and people who vote to see your project on STEAM just may be interested enough to back you on KS.
 
Old 10 October 2013   #8
Quote:
Originally Posted by Pyke
One of the largest things is to actually have some sort of announcement plan. Many of the indie KS's tend to only start to push the press DURING their campaign, and can lose out on precious days of people not knowing anything about them. This has a knock on effect, of the campaign appearing unpopular, as it has been going for a few days, with a minimal amount of support.

Building up a press list, and keeping in contact with the journalists is a must. I write each email personally to them (so not just a stock press release), follow them on twitter, comment on their articles...build up a personal connection. The gaming news sites are THE LIFE BLOOD OF ANY INDEPENDENT GAMING PROJECT. There is NO way you are going to be popular, or successful without them. And honestly, they are nice people. They WANT to talk about cool stuff, and they WANT smaller guys to succeed.

Another thing is to have a mailing list on your website, so that you can build up a fan base, and have a large enough influx on your opening days of Kickstarter. Now the list for Stasis has been going for almost 2 years, so its nice and hefty, but its never too late to start one!

The biggest thing I have before the lead up is the press demo. Its the first chapter of the game, polished to a shine. Im custom building each demo for the different journalists and lets players, watermarked with their sites logo. Again, I feel that this goes to the personal relationships you need to build with these guys (and girls!).

Pre-write your press kits and announcements, but only in draft form, so that you can be flexible with certain things. I don't know what people will respond to in the demo, or in the game itself, and having a stringent 'plan' of release wont allow flexibility.

Something that's also often missed when doing something like this, is the simultaneous release of the Greenlight, and KS campaigns. Greenlight gets a MASSIVE amount of traffic in the 48 hours (you are in the 'NEW ON GREENLIGHT lists, etc), as well as Kickstarter getting a lot of traffic and exposure. It would be insane to not leverage one against the other! Now this WILL be more work (running 2 campaigns instead of just one), but you can really cross pollinate the 2 platforms. People who back KS projects are very likely to back your game on STEAM, and people who vote to see your project on STEAM just may be interested enough to back you on KS.


This guy... this guy gets it. This is great advice and, I have to say, the Stasis game looks really cool. I really want that project to succeed.
__________________

Lloyd Harvey
Twitter Me
www.lloydharvey.co.uk
www.oniworld.co.uk
 
Old 10 October 2013   #9
@Pkye - Thanks for sharing that! I'm int he process of building up a huge media list of all the relevant bloggers, reviewers, let's plays, etc... and once I'm done ranking them on their audience reach & target demographic, I'm hoping to have about a dozen or so that I can then focus on building those relationships. I figure from December to February (when I launch) should be enough time to at least get friendly with a few of them. Granted, I wish I had more time to do this, but it's better than NOT doing it, right?

Question for all of you regarding my game!

I've been pitching the game concept to various friends and people that I know and to be quite frank, the response is mixed. The biggest sticking point seems to simply come from using the word "stripper"; it seem to put an immediate halt on some people's interest and they assume it will lack substance. I was kind of purposefully wanting to get that kind of a reaction so I can have an artistic statement about how you shouldn't judge someone based on their occupation / looks / etc... but from a business perspective, it's been getting too many bad reactions and I think the spirit of what I'm trying to create isn't reading well simply because of that one word.

I'm debating whether I should re-brand it as "burlesque pole dancers" instead of "strippers". I think that it would add a touch of class to the initial impression since burlesque is known more for the artistic quality of the act, despite the sexual nature of it. Plus, I think it would also fit the overall design we're going for anywhere, where each girl has a unique outfit and when "super charged" they strip down to a tasteful, uniquely new appearance. It really wouldn't require much effort to change and I think it would give a much better impression overall.

Thoughts?


CONCEPT NAME : Pole Force One
WEBSITE : www.combomash.com/pole-force-one/
PRODUCTION BLOG : www.combomash.com/category/production-blog/
CATEGORY : Video Game (PC, MAC, Linux, OUYA)



PROJECT DESCRIPTION :

In this tongue-in-cheek, co-op, beat 'em up game, you play as one of three sexy super-hero strippers as they travel the world fighting against injustices such as sex-slavery, violent drug lords, religious extremists, corrupt governments and greedy corporations. Along with the help of their trusty DJ and his robotic creations, you'll be thrown into a wacky adventure reminiscent of many classics - such as Double Dragon, Streets of Rage and Battletoads - but with modern polish and gameplay.

STATUS NUMBER : 7
TEAM MEMBERS : 2 core, 4 freelance

Chris Taylor - Concept Art
Kris Hammes - 3D Character Artist
Tegan Laing - 3D Animation
Aman "Skribbs" Sing - GUI & Design
Power Up Audio - Music & SFX
Grant Moore (Me) - Everything Else


NEXT MILESTONE : Kickstarter Campaign Launch, February 2014

WHAT WENT RIGHT THIS WEEK

Been working on refining the movement and how the camera reacts. It's a little slow going, but I read an article where the guys behind Super Meat Boy spent nearly two months just perfecting the movement, so I think spending another few weeks making sure it's right will probably be about on-par in the grand scheme of things.


WHAT WENT WRONG THIS WEEK

Client work, always client work getting in the way. Gotta pay those bills somehow though.

SHOW AND TELL

Character Texture WIP of Kiko



Refining the Basic Motions

__________________
ComboMash Entertainment Inc
Website | Twitter | Facebook | IndieDB | PressKit

Last edited by grantmoore3d : 10 October 2013 at 07:28 AM.
 
Old 10 October 2013   #10
Quote:
Originally Posted by grantmoore3d

I've been pitching the game concept to various friends and people that I know and to be quite frank, the response is mixed. The biggest sticking point seems to simply come from using the word "stripper"; it seem to put an immediate halt on some people's interest and they assume it will lack substance. I was kind of purposefully wanting to get that kind of a reaction so I can have an artistic statement about how you shouldn't judge someone based on their occupation / looks / etc... but from a business perspective, it's been getting too many bad reactions and I think the spirit of what I'm trying to create isn't reading well simply because of that one word.

I'm debating whether I should re-brand it as "burlesque pole dancers" instead of "strippers". I think that it would add a touch of class to the initial impression since burlesque is known more for the artistic quality of the act, despite the sexual nature of it. Plus, I think it would also fit the overall design we're going for anywhere, where each girl has a unique outfit and when "super charged" they strip down to a tasteful, uniquely new appearance. It really wouldn't require much effort to change and I think it would give a much better impression overall.


Personally, I rather dig the use of the word Strippers. It is very 'on the nose' and at the same time quite tongue in cheek. Burlesque I feel has more of an 'old world' feel for it...if the game was set in the 1930's, it would work...but for a modern day setting it feels...I dunno...off. BUT if you can make it work, and you think it will broaden the appeal, DO IT!

What about just changing the career to 'Dancers' and let the audience fill in the rest? Plus side, you can expand your cast to include Ballet dancers, Hip Hop Street dancers, Ballroom Dancers...imagine a Swan Lake Ballet dancer super powering up to The Black Swan when kicking ass!
 
Old 10 October 2013   #11
Quote:
Originally Posted by grantmoore3d

Question for all of you regarding my game!



Yeah, people will always have mixed reactions to things like this. A case I can think of is when Kevin Smith released "Zack and Miri Make A Porno." By the inclusion of the word Porno in the title, they had a number of difficulties when it came to advertising and marketing and also its release, which is a shame because it is a good film.

I agree with what Pyke has said (
Quote:
Originally Posted by Pyke
What about just changing the career to 'Dancers'
) because of the possible expansion into other styles of dance but, if it is important that they remain strippers, you need to think whether this more important to you than potential market appeal.

Burlesque has a very defined look to it and there is no real reason why a character couldn't be a burlesque dancer in the game, and if you change it to 'Dancers' you could say that the the strippers are actually Gogo Dancers.
__________________

Lloyd Harvey
Twitter Me
www.lloydharvey.co.uk
www.oniworld.co.uk
 
Old 10 October 2013   #12
I quite like your suggestion of "Dancers" because it would open up the story a bit more creatively while still allowing me to maintain the original spirit of the game. Great suggestion, I'll give that a ponder and see how I can spin it. Ah, get it.. spin, like.. when you dance on a pole, right? Okay, I'll show myself out now. Thanks for the suggestions!

Also, I have a build ready for some very early testing if anyone wants to try it out. Basically just trying to get the basic motions feeling right before I bother with any art. Let me know how it feels if you have a moment to try it out! (Significant improvement over the video)

OUYA .apk

PC .exe

MAC app

I haven't managed to successfully export and run a Linux version yet. Well, actually I got it to run once, but I have no idea why that single time it worked... Unity should just export natively but I think my Ubuntu installation is missing something. Not really sure.
__________________
ComboMash Entertainment Inc
Website | Twitter | Facebook | IndieDB | PressKit

Last edited by grantmoore3d : 10 October 2013 at 08:36 AM. Reason: Adding some download links
 
Old 10 October 2013   #13
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: 10

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:

So many things! We got more than 4 times what we initially asked on our Kickstarter campaign, which will help us repay the debts we piled up while working on the film. We doubled our amount of subscribers on Facebook, and got featured on numerous websites thanks to the teaser we posted on our Vimeo channel. We're also currently in discussion with people at the NFB (National Film Board) who are interested in supporting us with all the post-production aspect of the film (foley recording, mastering, DCP output, etc).

And the good news is we still got 2 more days to go!

http://www.kickstarter.com/projects...ated-short-film

__________________
One short film, two years, three people : Le Gouffre
I also do freelance illustration! Mr. Cuddington
 
Old 10 October 2013   #14
@Frotze: After LE GOUFFRE you have to make an animated series featuring that Rhino guy. He's hilarious!

(And try not to feel too bad if he's the one who becomes famous and not the two mountain climbers. )
__________________
"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 : 10 October 2013 at 12:20 AM.
 
Old 10 October 2013   #15
Quote:
Originally Posted by CGIPadawan
@Frotze: After LE GOUFRE you have to make an animated series featuring that Rhino guy. He's hilarious!

(And try not to feel too bad if he's the one who becomes famous and not the two mountain climbers. )

Haha, yeah. Actually we're thinking of doing a project more in the spirit of the comics after this, considering how popular they are.
__________________
One short film, two years, three people : Le Gouffre
I also do freelance illustration! Mr. Cuddington
 
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