IP Incubator Club Thread 2015: Monthly-015: March 2014

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  03 March 2014
IP Incubator Club Thread 2015: Monthly-015: March 2014

Do you have an idea for a cool:
Web Comic?
Animated Short?
Filmed VFX short?
Indie Game?

Join us at the IP Development Club


Current PROJECT SPOTLIGHT:

Concept Name: SCHIRKOA

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

CGTalk WIP thread: http://forums.cgsociety.org/showthr...00&page=1&pp=20

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: 13

What went right/wrong:
Past 2 weeks have been rather steady. Not much I can call right or wrong.

Show & Tell:
I have just finished an important environment. This one is crucial for the story. All I can say at the moment is - the third act's catharsis begins right here.

Apart from the meeting room there will be two more environments for the office set.





Wanna JOIN the IP Incubator Club? Well the Instructions are below.




(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.)




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: Week-001: April 15-21- 2013
IP Incubator Club Thread 2013: Bi-Week-002: April 22-May 5- 2013
IP Incubator Club Thread 2013: Bi-Week-003: May 6-19- 2013
IP Incubator Club Thread 2013: Bi-Week-004: May 20-June 2- 2013
IP Incubator Club Thread 2013: Bi-Week-005: June 3-June 16- 2013
IP Incubator Club Thread 2013: Bi-Week-006: June17-June 30- 2013
IP Incubator Club Thread 2013: Bi-Week-007: July 1-July 28- 2013
IP Incubator Club Thread 2013: Monthly-008: July 29-August 31- 2013
IP Incubator Club Thread 2013: Monthly-009: -September 2013
IP Incubator Club Thread 2013: Monthly-010: -October 2013
IP Incubator Club Thread 2013: Monthly-011: -November 2013

IP Incubator Club Thread 2013: Monthly-012: December 2013

IP Incubator Club Thread 2014: Monthly-013: January2014
IP Incubator Club Thread 2014: Monthly-014: February2014


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.











DEVELOPER CO-SPONSORS
The idea is to match developers with individual sponsors. People whose responsibility is to monitor 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 "mentor ship" 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
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Last edited by RobertoOrtiz : 03 March 2014 at 04:09 PM.
 
  03 March 2014
redCigarette, Congrats on the front page! Your work is always impressive. Way to stick with it and looking forward to seeing more.
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  03 March 2014
CONCEPT NAME : Hextraction
WEBSITE : www.hextraction.com/
PRODUCTION BLOG : www.combomash.com/category/production-blog/
CATEGORY : Video Game (PC, MAC, Linux, OUYA)



PROJECT DESCRIPTION :

Take command of a nefarious mercenary mining crew tasked with locating and acquiring rare natural resources from an uncharted alien planet. In this sci-fi tower offense strategy game, you are challenged to manage a crew as they build towers, collect resources and try to survive hordes of alien creatures on an ever-changing game board.

STATUS NUMBER : 1
TEAM MEMBERS : 2 core + freelance / businesses

Grant Moore - Founder & Creative Director
Name Redacted - Managing Partner & Technical Lead

NEXT MILESTONE : Kickstarter Campaign Launch, April 21st

WHAT WENT RIGHT THIS WEEK

So remember that Game Jam project I mentioned a few weeks ago? Well, turns out that has really launched plans for my business. My partner Neil and I have gone absolutely full-steam ahead on this project and are more or less developing the IP from scratch in about a month with the intent to launch a Kickstarter campaign April 21st.

We've gone to meetups, created a marketing plan, meeting with lawyers, building a private investor's package, made a deal with a local VFX company to help out with our trailer in exchange for giving them technical support, pulled together some freelancers, etc... Every single day something good is working out for us.

I'll be quitting my job in a couple of weeks to pursue this project - and building out my business so I can continue to develop IP's every day - full time! The plan is to raise enough money to deliver this within 6 months, then produce a couple small 1-month dev cycle projects followed by Pole Force One as our big console title launch. Don't worry, I'll still be making posts for that game!


WHAT WENT WRONG THIS WEEK

I have to go back in to work tomorrow and need more time! It's going to be incredibly difficult to pay attention with the excitement going on!

SHOW AND TELL

The logo for our game, I'll reveal more details about the game itself another time

Hextraction Wallpaper (click for 2800x1800)
__________________
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Website | Twitter | Facebook | IndieDB | PressKit

Last edited by grantmoore3d : 03 March 2014 at 09:03 AM.
 
  03 March 2014
CONCEPT NAME: Stasis

WEBSITE: www.stasisgame.com / www.stasiscommunity.com

CATEGORY: Computer Game

PROJECT DESCRIPTION: Stasis is a 2D Isometric Adventure Game set aboard a derelict research facility called The Groomlake. We successfully raised over $150 000 on Kickstarter and I have turned this into my full time job. Which is awesome.

TEAM SIZE: 1 Full time artist/developer/sound designer/whatever else I need to be.
1 contractor for music
1 contractor for additional writing

WHAT WENT RIGHT: Working full time on games is hard! I took a look at the amount of work required and decided to outsource a big chunk of the writing to a professional writer.
He was worked on many AAA titles, and his stuff is really pretty damned cool.

I was talking to my brother the other day and said that its amazing that we are now in the position of being able to hire other creative people to do what they do best. Hiring a writer is very different from other contract workers because you tend to give them a lot more freedom with their work (or at least, that's what we have done!).

Otherwise, 4000000 bug fixes, lots of expanding of areas and a ton of new puzzles. I've moved ALL the cinematic work to the end of the project, which could end up biting me in the ass - but it just takes up SO much time from the core project. The cinematics are flexible in terms of time being spent on them...the game play and game graphics much less so.

WHAT WENT WRONG: Not a whole lot. Thankfully.

SHOW AND TELL: Im supposed to keep this under wraps for another week before it goes public...but what the hell?

 
  03 March 2014
Hey Pyke, this is looking incredible.
I remember seeing the very first post about this, quite a long time ago now. I´m really happy to see it coming along so well. Congrats on the kick campaign too by they way. Cheers!
 
  03 March 2014
Hey Jonathan, thanks so much!
Yeah - its been 3 and a bit years now - and a few hundred pieces of art and thousands of frames of animation.
 
  03 March 2014
CONCEPT NAME: Daisy's Diner (working title)
WEBSITE: comic.jaredlindquist.com
CATEGORY: web comics

PROJECT DESCRIPTION:
What do a dwarf, some giants, an alcoholic "nun", a chainsaw-wielding hillbilly, and a comic book fangirl all have in common? Not much, but they can all be found at Daisy's Diner.

WHAT WENT RIGHT:
Over the past week I've resumed work on modeling one of my supporting characters, Daisy's aunt Mercy. Since she stands over 7.5 feet tall, the model could come in handy later as reference for some perspective shots...

WHAT WENT WRONG:
While I'm trying to get as much work done as I can on Mercy before my next contract starts, the current chapter of the comic is temporarily stalled.

SHOW AND TELL
Part of the most recent comic page, and a look at Mercy's model -

__________________

 
  03 March 2014
Pyke - I'm wondering, what made you decide to hire the writer? The obvious answer is the volume of work was more than you can do, I guess what I'm asking is how did you identify that particular areas as being something you both needed and were willing to outsource. It's looking great, and like JWRodegher said, I remember seeing your posts long ago and it's exciting to see it start to come to fruition!

Lomax - I'm assuming you're planning to do the comic using 3D models? I'm just wondering what kind of art style and direction you're thinking of taking it? I tend to gravitate towards the simple, hand-drawn style comics but am curious about the ones which utilize 3D assets (even if they end up cell-shaded). Do you have any recommended references that you draw inspiration from?
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  03 March 2014
Originally Posted by grantmoore3d: Pyke - I'm wondering, what made you decide to hire the writer? The obvious answer is the volume of work was more than you can do, I guess what I'm asking is how did you identify that particular areas as being something you both needed and were willing to outsource. It's looking great, and like JWRodegher said, I remember seeing your posts long ago and it's exciting to see it start to come to fruition!


You are correct in that it really is the volume of work!

I think that it can be so easy to get caught up in the process of creating your project that you end up sacrificing quality for control. In a game like Stasis one of the largest draws for the player is the writing. It deserves as much attention as the graphics, if not more. The truth is that I couldn't give it all of the attention that it deserves, so stepped back a little bit.

Good writing takes a huge degree of skill, and while my writing isn't terrible, I think that having a professional taking over the lions share of that responsibility is only going to result in a much stronger game and story for the players. At the end of the day the game is all about them - and I would rather have quality than control.

Outsourcing it also means that I can add in more content without a lot of extra effort on my side. The engine and the processes I have put in place make adding those additions relatively painless. Outlines are quick and fast to write, and adding additional 'points' in the story where the writing can appear is pretty quick. It means a much richer and more fleshed out world for the player.

One thing that I did do which took up some time was to create a comprehensive 'writing bible' for him to work from. This contains world history, character bio's, and a timeline of events that happened for a year prior to the game. This time line doesn't necessarily contain essential story related information, but just information of collective shared events on the ship. This means that random and completely separate pieces of writing will have shared and common experiences - but can talk about those experiences from different points of view.

Its not easy to pass over control on to someone else - but when you do you really feel like a weight has been lifted off your shoulders. It also feels really good to employ another creative soul and bring them into the world you have created. I'm giving him a lot of creative freedom because I don't want someone to just recreate what I would do - I want them to expand on it and I find that artists work best when not too constrained.

I'm not sure if I answered your question, or just went off on a wild tangent there...maybe you can see WHY I had to hire a writer..
 
  03 March 2014
Originally Posted by grantmoore3d: Lomax - I'm assuming you're planning to do the comic using 3D models? I'm just wondering what kind of art style and direction you're thinking of taking it? I tend to gravitate towards the simple, hand-drawn style comics but am curious about the ones which utilize 3D assets (even if they end up cell-shaded). Do you have any recommended references that you draw inspiration from?


Actually the use of 3D in my comics will be fairly limited. So far I've only used it for some of the backgrounds, which is where I have the most trouble. In those cases I'll save out a screenshot, and simply trace over it. It'd be nice to use a toon shader, but first I'd have to experiment to find the right look. If I could get a convincing hand-drawn look, complete with cross-hatched shadows, then I'd definitely go for it.

For the characters, 3D is a backup plan at best, in case I have a particular pose or camera angle that I can't figure out on my own. It might even help if a comic calls for dramatic lighting. Mostly I'm just modeling them because I keep telling myself I'll make a short film at some point. It also gives me an excuse to learn some new tricks.

References and inspiration... one of my favorite comics over the past few years has been Jay Fosgitt's Dead Duck. Apart from his cartoony style, I like that the stories deal with otherwise gruesome themes in humorous, lighthearted ways, and nothing's ever taken too seriously. Adam Warren and Yukito Kishiro are two other sources of inspiration, mostly for their crazy action scenes and use of speed-lines. Now if only inspiration translated directly to ability, a few of the stories I have planned might not be so intimidating to draw...
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  03 March 2014
Bugz

CONCEPT NAME: Bugz
WEBSITE: www.cgwhat.com
CATEGORY: 3D Animation

PROJECT DESCRIPTION:
I'm making a 3d Animated movie about bugs In a post post apocalyptic world, trying to match pixar style as close as possible
WHAT WENT RIGHT:
what what went right is Script got finished, well the script is always changing a bit here and there but it's good to go, some concept art got finished overall im very pleased how everything is turning out here is some 3d modeling work in progress
https://www.dropbox.com/s/ou7ntpzhsp8a3f3/2.JPG
Just a lot of good art you can really see the potential of it if we keep this up
WHAT WENT WRONG:
No Budget for this so it's hard to get anybody to commit to such a big project
SHOW AND TELL

 
  03 March 2014
Arnel!

Nice to see you here.


Seeing your designs you are obviously a very talented artist.

But I feel the characters resemble too much ANTZ and A BUG'S LIFE.

Since you're doing Post-Apocalyptic, have you thought maybe of trying to get some inspiration from.. I don't know.. MAD MAX?


I think the idea is sound though.. Roaches can survive an atomic bomb blast, right?
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  03 March 2014
Originally Posted by arnel555: No Budget for this so it's hard to get anybody to commit to such a big project


If you are going for Pixar style (and Im assuming as close to Pixar quality as you can get!) it may be pertinent to pick a scene from your script and create it as a benchmark piece.

Fully complete it as far as you can. You will find that people will be a LOT more receptive to the project if they can see something in motion that they are happy about!

For now Im assuming you are looking for animators and modellers, so I would focus on a scene that really pushes where people can have fun with those 2 aspects.

Going with the 'insect world' is a little more limiting in that there arent that many assets that are 'ready' for use (because of scale...) but you CAN find some pretty amazing stuff if you look around.

http://www.daz3d.com/rubble-3-modern-ruins







Take a look at MIXAMO as well for your animation. It would require some additional rigging (an extra 2 limbs), but the animations are wonderfully clean and you can modify them quite easily.
 
  03 March 2014
*Sees the first picture*


Gas Masks.... bug-eyed gas masks... there's something about them.... That can work.... Cause it's Post-Apocalyptic... and they look like bug-faces....
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  03 March 2014
Originally Posted by grantmoore3d: CONCEPT NAME : Hextraction
WEBSITE : www.hextraction.com/


Hey man, best of luck to you with this project! I hope it gets you the traction you need to build from and further develop PF1 and make a nice and stable business for yourself. The logo looks cool. Got a nice vibe to it and, of course, I'm keen to see this blossom with updates. I'll keep an eye out for the Kickstarter too.

Originally Posted by Pyke: [B]CONCEPT NAME: Stasis
1 contractor for additional writing
I've moved ALL the cinematic work to the end of the project, which could end up biting me in the ass.


I think its a good idea to move cinematic elements to later in the project, or at least process of polishing and finalising them. I think hiring a writer isn't a bad idea and, as you say, its good to let them do what they do best. Since you've given them a wider collar to be creative, this could end up impacting story elements, which could mean changing cinematics. I think its a good development move to leave that till last, but I still think it isn't a bad idea to produce low res stuff to act as placers. Kind of like putting animatics of storyboards in as the game gets made around them. Once the writing is done, and you're happy with the flow of story, thats when you polish them I'd say.

I'm actually glad me and Sam aren't having cinematics in our game. Cuts a lot of head ache out, but it will make telling the story a little more challenging.

I know what you mean about handing over control but, if you have a defined skill set, and you're not bad at something, then it really is best to hire someone in to take over that aspect of the project. Case in point, me and Sam hired an animator to do our main sprite's animation and, to be honest, it was the best decision we made so far.

Screen shot looks lovely. The game is definitely coming along.

Originally Posted by Lomax: [color=DarkOrange]CONCEPT NAME: Daisy's Diner (working title)
WHAT WENT WRONG:
While I'm trying to get as much work done as I can on Mercy before my next contract starts, the current chapter of the comic is temporarily stalled.
SHOW AND TELL
Part of the most recent comic page, and a look at Mercy's model -


Mercy me! 7.5 ft tall... now I know why you mention a giant in your project's description. Next contract starting eh? Yeah, tell me about it. I'm in the process of talking with 2 potential clients which means that my own project could be stalled if I was to take them on. I'm hoping the work involved for you isn't as demanding as it could be, so that you can continue to work on your project in the evenings. I think greatness is built little by little.

Its a good idea to use 3D models where you can to save time and for continuity purposes. I remember reading in ImagineFX a while ago, an indie comic artist did that with the backgrounds, simply because it helped with consistency.

Originally Posted by arnel555: CONCEPT NAME: Bugz
WEBSITE: www.cgwhat.com
CATEGORY: 3D Animation


Welcome to the group. There is some really nice production art there. I wouldn't by hyper concerned about matching Pixar's style to be honest, just try to make something that looks awesome and resonates with people. I know Pixar do it well, but you don't want to be a Pixar Clone I'd say.

I like the idea of a narrative set in a post apocalyptic world and its focus is on the insect and bug nation. I like the take on that story actually. Lots of potential to take that places. I'm just starting to read a book called "The World Without Us," which is a book about, well, as the title suggests. Its more to do with how nature would reclaim the planet if there were no more humans to maintain things. Some of the designers from "The Last of Us" referenced it in a documentary I saw and I think they did an amazing job on that game, so thought it would be a worth while read.

Hopefully you can do enough of the work to get to a point where you could raise the funds needed to make the film. I think Pyke's right with creating some benchmark art. It will help with pitches. Also, CGIPadawan's idea with the bug gas mask thing... Brilliant I think. Not seen that sort of thing before.
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