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

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Old 10 October 2013   #31
Quote: Okay, last thing, with the character complete I couldn't resist but throw her in along with some lights to get a sense of the "mood" I want to see in the game.


I don't know why I quoted the above but just wanted to mention about Pole Force one.

I like the scenes you put in the scene bible, agreed with poster above. Those scenarios were cool.

2nd the game engine looks fun. Brings back some old school fun.

3rd while the model is very nicely done it is not stylized enough.
Look at all the Capcom games as an example. They were all so stylized. It made the game more signature. This one simply looks a little too realistic. Pretty but realistic.

Here is a recent game called Skull Girls.



And remember


It doesn't have to look anime like. That is just an example.


I think a little style is the only thing this game needs.
 
Old 10 October 2013   #32
Ok guys,
thisi swhy I want more comic book people joining our ranks
Comic book firm IDW Publishing to expand into TV

http://www.latimes.com/entertainmen...0,7649218.story
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Old 10 October 2013   #33
Originally Posted by RobertoOrtiz: Ok guys,
thisi swhy I want more comic book people joining our ranks
Comic book firm IDW Publishing to expand into TV

http://www.latimes.com/entertainmen...0,7649218.story


So... you want TV executives and producers to join this forum?

If yes... that's what I been suggesting since Day 1.
:P
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Old 10 October 2013   #34
I think the Square Enix Collective thing seems like a good avenue to get some feedback on the game and maybe a little attention. I guess you just have to evaluate whether or not its right for you.

RobertoOrtiz, the trailer you posted that was done over 3 days of filming (the Underland one), looked cool. I think that by creating something like that and putting it online is a good way to get a bit of attention, which is what we all want for our projects. It reminds me of an animation I saw a while back that a guy did and posted online, which then got optioned. I forget the name of it though...

grantmoore3d, I look forward to seeing some character animation going on now. I think the tone of the game, and its premise, set out an expectation to me of some hyper violence and some really over the top physics. I think once you have the character's running around, swinging the weapons and blood spraying about, I don't think calling them strippers, dancers or, what I suggested, go-go dancers will matter all that much to the audience. I think people will just want to play it if it looks cool.

redCigarette, I still really dig the character design element of the bag on the head. I have a thing for masked characters in games, films and animation and the more simplistic a mask, the more unsettling I find it is. Keep up the good work on it, looking forward to seeing more progress.

Frotze, congrats again to you and your friends on such a successful Kickstarter campaign. It couldn't have happened to a more deserving project I think. Its very clear that you guys really put in a huge amount of work on your project and the KS campaign and it shows. People resonate with that level of passion and I look forward to what else you guys come up with in the not so distant future.

I should really post some updates about my own project then...
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Old 10 October 2013   #35
PRODUCTION BLOG: http://oniworldgames.tumblr.com/

CATEGORY: Game

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. In September, Sam, my coworker, approached me and suggested we make a game set in it. Thats what we're doing.


PROJECT GOALS:

Build awareness for the game and the world, put together a game that people really enjoy playing and exploring, hopefully sell the game and make enough to work on the next game.

STATUS NUMBER: 2

TEAM MEMBERS: 2

Me, Lloyd, Artworker, pixel pusher, designer... you know, the visual guy.
Sam, the guy working under the hood, the greaser.

START DATE: September 2013

ESTIMATED COMPLETION DATE: September 2014

WHAT WENT RIGHT THIS MONTH:
-Me and Sam are setting up "Oni Works" as a company that will handle the Oni World Ip, the game's engine (called the Oni Engine) and also potential future releases.

-Sam put in some serious hours on coding the game's level engine. So far, he has made a start on the smart textures of the game and when we begun to put some custom textures in, we saw some issues with how the engine was handling the graphics. This meant that he can now start to shape and mould the game better. He has also begun working in physics and has recently started to work on an in game lighting rig.

-He managed to get a test version of the level editor in its current state onto his phone and make it work the same as the desktop version. Not that this was anything we needed to worry about at this point, but its good to see him work on cross platform issues early and eradicate them.

-I've expanded the world's lore that concerns itself with what will happen in the game. I've settled on what levels will be in the game and also collected a huge amount of visual reference that will guide the look of the levels.

-Characters have been added to the game's roster and design work on these has also begun. I'm also working on story elements and the plot some more, trying to find the balance of what to show at what point in order for the story to work.

-We've decided to aim on creating a prototype of the first level area by the end of the year and asset creation for the 'Factory Level' is mainly what I've begun to focus on.

-The Oni World website got updated with a lot of new art. Please, check it out: www.oniworld.co.uk

Here are a select few concepts for the game that I've created over the last month or so:











Some super rough work from my sketch book:



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www.oniworld.co.uk
 
Old 10 October 2013   #36
@shrunkendesigner, grantmoore3d, redCigarette: Thank you guys for the encouragement! We can almost see the finish line!

Originally Posted by shrunkendesigner: PRODUCTION BLOG: http://oniworldgames.tumblr.com/




I love these two last paintings. I know it's mainly because it's done on paper vs the others done digitally, but have you thought about achieving this sort of watercolor look in-game?

Also I was wondering how you were planning the tackle all the animations. Are any of you two animators?

Anyways, good job so far. Really looking forward to see this thing develop.
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Old 10 October 2013   #37
Originally Posted by Frotze: @shrunkendesigner, grantmoore3d, redCigarette: Thank you guys for the encouragement! We can almost see the finish line!


I love these two last paintings. I know it's mainly because it's done on paper vs the others done digitally, but have you thought about achieving this sort of watercolor look in-game?

Also I was wondering how you were planning the tackle all the animations. Are any of you two animators?

Anyways, good job so far. Really looking forward to see this thing develop.


Thanks man. That means a lot coming from you.

I've not thought about giving it a water colour finish to be honest, but thinking about it now, it could be quite nice if all the game assets were produced in the traditional way. I used to paint in acrylics all the time, more than anything, but then ran out of room to store the paintings I created because no one bought them, so went digital. It might actually produce a nice look for the game... hmmm... you've got me thinking now.

As for animation... well... I'm learning it, but its difficult since I've never done it all that much. Sam knows how to animate a little in flash I think, but I've not asked him. Animating the main Sprites an important job, and needs to be done right.

The way I see it, is I either learn to do it myself, or get someone in to do it. Were you about to offer
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www.oniworld.co.uk
 
Old 10 October 2013   #38
Originally Posted by shrunkendesigner: The way I see it, is I either learn to do it myself, or get someone in to do it. Were you about to offer

Hehe not really, just curious. I'm too swamped just with Le Gouffre right now to be working on anything else. But it would have been fun!

I don't know how much action-oriented your game is, but having a good animator onboard can make a huge difference to the quality of your game. It really is an art in itself.

Maybe something like Machinarium could be nice. Cut-out pieces with a kind of low frame rate:

http://www.youtube.com/watch?v=uwZBdWRSBRs
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Old 10 October 2013   #39
Originally Posted by Frotze: Hehe not really, just curious. I'm too swamped just with Le Gouffre right now to be working on anything else. But it would have been fun!

I don't know how much action-oriented your game is, but having a good animator onboard can make a huge difference to the quality of your game. It really is an art in itself.

Maybe something like Machinarium could be nice. Cut-out pieces with a kind of low frame rate:

http://www.youtube.com/watch?v=uwZBdWRSBRs


He he, yeah, I thought you'd be busy with your own project. I was like... only half serious anyway..

Oh, I'm so toying with the idea of doing the whole game in an inky, watercolour look now. Like create every asset on paper and scan it into the game... it would mean a lot more work my end, but it kind of resonates with me on a personal level.

In the "Indie Game: The Movie," movie, the guy who did Braid said that being indie means that you can create something really personal with an indie game. To me, Oni World started as a personal project, to reconnect to the days I used to just paint for myself using acrylics.

Doing the game in that style... would be some kind of loop, or something. I'm asking around and my friends are saying to do the game in the inky style now... Its early in production so it won't matter if I redo the assets I've done already.

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www.oniworld.co.uk
 
Old 10 October 2013   #40
@Lloyd Harvey.

I'm going to throw in my suggestion... and that is to "David Lynch" the look ending up with something like Jim Henson and this:



Not meaning to make your life difficult... But the truth is Oniworld has that ability to carry either the watercolor look or this old "Fantasy Sci-Fi" look.

I'm going to stop cause I tend to be very aggressive when making suggestions (as what happened on Pole Force One)... The truth is Forest's suggestion isn't bad....

Just saying you have choices.
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Old 10 October 2013   #41
Man this is cool. RobertoOrtiz you've done something pretty amazing here! When you came to out SIGGRAPH Birds of a Feather (on online collaboration, from TheoryAnimation) you really pushed development and IP; I'm so glad you've just gone ahead and did it. This forum is perfect and the energy all of you have is great

I'll contribute our team's work and do my best to help out too.

CONCEPT NAME: Ray & Clovis
CATEGORY: Animation
PROJECT DESCRIPTION: An animated series starring best friends and roommates Ray, a guitar-playing, sophisticated iguana, and Clovis, a cat with high energy, and low maturity.
STATUS NUMBER: 1
TEAM MEMBERS: 15-20
START DATE: November 2011
ESTIMATED COMPLETION DATE : Monthly
WIP THREAD: http://forums.cgsociety.org/showthr...434#post7680434
WHAT WENT RIGHT THIS WEEK: We just finished our first render pass on the next episode and began layouts on an even later episode.
WHAT WENT WRONG: 12 hours before our current Episode 4 release I realized that the book was FLICKERING!!. Me and a couple team members went in, clicked a lot of buttons, and tried to figure it out. Finally at 3 in the morning I came up with a solution: remodelling the book. I sent the shots back to render, napped a few hours, woke up, comp'd them, re-exported, compressed, uploaded, and fell asleep for... the day.
SHOW AND TELL:
 
Old 10 October 2013   #42
Originally Posted by CGIPadawan:
I'm going to stop cause I tend to be very aggressive when making suggestions (as what happened on Pole Force One)... The truth is Forest's suggestion isn't bad....

Just saying you have choices.


Any and all suggestions are welcome and appreciated. Although its best to go with your gut sometimes, its still good and important to get feedback from people outside of the project.

In response to your suggestion of making it 80s movie styled, this has been something I considered with the soundtrack and some elements to the other levels (I've yet to mention). A friend of mine produced some music tracks for me because he felt inspired and they're very Bladerunner-esq sounding.

As for visual style, I think I will keep exploring ideas and visual finishes. It won't hurt to do that and, as such, I think I will do more traditional painting and create some textures to scan in and use in the digital colouring.

--

Originally Posted by daraand:
CONCEPT NAME: Ray & Clovis


Welcome to the group.

As for your animation, quite quirky man and I loved the "Mr. Gorbachev, tear out those brains," line. As I was watching it, I was thinking, "is that... James Woods and Patton Oswald?" Then I saw the credits.
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www.oniworld.co.uk
 
Old 10 October 2013   #43
For those working on shorts...
Pixar’s 22 Rules of Storytelling
http://twistedsifter.com/2013/09/pi...s-image-macros/

and

Rule #23

http://www.gamechangers.com/?p=3892
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Old 10 October 2013   #44
Originally Posted by RobertoOrtiz: For those working on shorts...
Pixar’s 22 Rules of Storytelling
http://twistedsifter.com/2013/09/pi...s-image-macros/

and

Rule #23

http://www.gamechangers.com/?p=3892


Quote: When there are institutional boundaries on creativity, things get dogmatic, or as my father used to say, “go to the dogs,” in a hurry. Is something (or someone) on the list? Or not on the list? Are you doing it right? Or doing it wrong? Suddenly there are only 22 ways to do it right, and infinite ways to do it wrong. Who needs those odds?


Very important reminder quoted above.

Personally.. I only use maybe 4 or 5 of them. And sometimes fewer of them per story.
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Old 10 October 2013   #45
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 fearless travellers who must build a bridge in order to cross a gigantic 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: 11

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:

We're finally up to speed with our schedule! Carl is trying to save at least a day per shot and I'm doing the same. Hopefully, that'll be enough to catch back the little lateness and finish this film on time.

WHAT WENT WRONG:

There's still a lot of polishing to do on the first half of the film, but since I only have 6 shots left to animate, I should be able to dedicate myself to compositing very soon.

Also we're still waiting for a confirmation from the National Film Board to know if we'll be able to benefit from their Filmmaker's Assistance Program. That would help us tremendously to bring the film to a next level, since we would have access to top-notch services for the foley recording, mastering and DCP export.

SHOW AND TELL:

We posted a new update on our production blog, along with a frame from the beginning of the film Thomas just finished comping:

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