IP Incubator Club Thread 2013: Bi-Week-004: May 20-June 2- 2013


#21

Concept Name: SCHIRKOA

[b]Website:[/b] [http://www.schirkoa.com/](http://www.schirkoa.com/)

[b]CGTalk WIP thread: [/b][http://forums.cgsociety.org/showthr...f=153&t=1103500](http://forums.cgsociety.org/showthread.php?f=153&t=1103500)

[b]Project Description: [/b]
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: 4

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

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

[b]Estimated Completion Date :[/b] February 2014 (Short Film)

[b]What went right this week:[/b] Not much. Shaping up the look of characters.

What went wrong: Have been terribly busy at home and work. Not getting much time to work on this. I am hopeful about the coming weeks though.

Show & Tell:
Not much really. I already have a few characters and rigs done. But I am redoing retouching them to get the look I am aiming for. Here is a glimpse of what I am working on.

[[img]http://farm3.staticflickr.com/2892/8916863930_f98ec14969_c.jpg[/img]](http://www.flickr.com/photos/ishanshukla/8916863930/)

[[img]http://farm9.staticflickr.com/8256/8916859292_123118ab3f_c.jpg[/img]](http://www.flickr.com/photos/ishanshukla/8916859292/)

#22

CONCEPT NAME: HYPERREALITY ENGINE

PROJECT DESCRIPTION:
A hybrid real-time ray tracing rendering engine that uses ray tracing and rasterizing render techniques to deliver real-time performance of 3D scenes with animation.

STATUS NUMBER: 4

TEAM MEMBERS:(Voluntary)
Jules Bushell

START DATE
April 2012

ESTIMATED COMPLETION DATE : (Voluntary) -
April 2014 (?)

WIP THREAD:
http://forums.cgsociety.org/showthr...97&page=1&pp=15

WHAT WENT RIGHT THIS WEEK:
Moving onto to creating custom bump maps for the scene, specular maps also. Mostly hand edited or painted on. Also added quite a lot fine details on glass windows; including dirt and swipe effects, to give it more subtle realism.

WHAT WENT WRONG:
Still working on two other jobs full-time, so feeling v. overworked at the moment.

SHOW AND TELL:
Nothing new worthy to show yet (WIP).

Jules


#23

CONCEPT NAME: STASIS

WEBSITE: www.stasisgame.com

CATEGORY: Games (PC, MAC)

PROJECT DESCRIPTION:

STATUS NUMBER: 2

PROJECT GOALS:

Make a fucking awesome game! And hopefully start the funding of a game studio.

WHAT WENT RIGHT THIS WEEK:

I’ve been slaving away at getting a fully playable portion of the game done for testing and display purposes. Who will actually GET to test the game, or WHERE it will be displayed are entirely different things!
REZZED.
I was invited to REZZED, and set a deadline for a playable demo of the game-but due to VISA and financial limitations, I’ve had to skip this year-but I will definitely try for next year-if not to display anything, just to experience it. But I decided to stick with the deadline of a fully playable, very large chunk of the game to be complete by that date.
EXPERIENCES.
I’ve also been going through the game, and adding what I’ve come to internally call ‘experiences’. I know
very buzz-wordy. These are small snippets of action elements in the game that are in to break up the slower periods of pure puzzle-solving-exploration-goodness.
Now these aren’t things that require quick reflexes, and sort of ‘run and gun’ elements, and you can literally pass them just by clicking on the correct areas, but I’ve found that they really add a ton to the pacing of the game. To have these small bursts of energy really makes the slower, tenser parts of the game feel much
well, tenser.
They also look pretty bad-ass in action, and while they take a LONG time to set up, for a relatively ‘small’ (in game time) reward, they really do push the game up a level in awesome. I think that these are the parts that you will really remember when thinking about the game after you finish.
CINEMATICS.
I’ve been working hard on the cinematics of the game as well, and using them to join sections of the game in some pretty cool end exciting ways. Its mostly for the ‘travelling’ sections of the game, where I want to add in something different to make you feel like you are really moving large distances. I’ve realised that a 30 second cinematic is as effective in conveying time and distance, as 3 minutes of gameplay dedicated to the same thing.

WHAT WENT WRONG:

Not a ton. I’ve been using the developer build of Visioniare - so there are a few bugs here and there…but nothing game breaking.


#24

Sorry for my late reply, a lot of things came up, so I couldn’t get on recently. We also have been working hard on doing an update to our game to address some things that people have been asking for.

You are definitely chock-full of ideas CGIPadawan :slight_smile: Those are great ideas as well! Thanks for the advice and about the Tags for videos, very smart idea. I am going to try my best to get something out…time just seems to fly by. Thanks again, and as always, for taking the time to suggest ideas to me, it is greatly appreciated. :slight_smile:

Thanks!
Rudy


#25

Good luck! Indie gaming is turning into a VERY competitive field and the gap in quality and design is getting wider and wider.

For example, Andy Tudor’s team is frequently championed as a great Indie developer, but his team - Slightly Mad Studio - is actually kinda borderline indie due to their experience with EA on Need For Speed.


#26

Hi guys,

We have recently finished the first version of Jetbot and submitted to the App Store.
Since it is an ongoing project and the next version is yet to be released I thought I’d share some insight into how we made the game.

Jetbot started as a simple maze based puzzle game, which evolved through the development time into a more classic arcade experience.
The character started off as a Zbrush 3D concept (done very quickly) and then exported as a turntable to be drawn over in vector.

Creating all the assets in vector allowed us to export to whatever res desired, while keeping linework clean, and colours solid. You could call this the equivalent of cell-shading.
Overall I tried to achieve a technicolor look, referencing colours from classic movies.

Here you can see the limited colour pallet for the character. The big eyes and star insignia helps with pushing the character out from backgrounds seeing as the levels are quite dark and military-esque.

The sprite sheet above gives a good idea of how much work went into drawing the character and its various states. Most of the assets were done this way. Some of the tiles were rasterised and had dirt applied because vector would have taken too long.

I’ll post up a video of our in-house editor shortly, overall it was fun to create this game and we can’t wait to show version 2.0

Check out the game here and grab a copy while its free: https://itunes.apple.com/au/app/jetbot/id622553787?mt=8


#27

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