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




(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.)


Oni World: Klank’s Story



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.


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

START DATE: September 1st, 2013


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.

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[/b]
IP Incubator Club Thread 2013: Monthly-008: July 29-August 31- 2013

Projects So Far:
—Click To Expand—
The Projects so far this week:

Project Name:____________CATEGORY:Start Date: First Post______Link

[color=#ffffff][color=darkorange]Pole Force 1____________Games _Jan 2013[/color][/color][color=#ffffff][color=darkorange]Q4 2013 ___Link
[/color][/color][color=#ffffff][color=darkorange]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 [color=darkorange]
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
[color=darkorange]Blaster X HD_____________Games ______End of 2010____04-25-2013 ___Link
[size=2]Soliloquy of a Madman _____ Games _____January 2013___04-23-2013 ___Link
[size=2][color=darkorange]Le Gouffre _______________Animation_____ July 2013_____ 04-23-2013___Link[size=2][color=#ffffff][color=darkorange]
I LOVE KAIJU_____________Animation___ April 2013______05-04-2013___ Link
NeverEndingPrincessStory __ Animation June 2010_______04-29-2013_ Link
The Wrath [size=3][color=#ffffff][size=2][color=darkorange]June 2012 - October 2013 [/size]Link


/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.


There are 3 ways to participate:
[li]IP CREATOR[/li]Post bi-weekly updates of ip you are developing.
Some Examples:
[li]A 3d artist developing a line of Vinyl toys on ZBrush[/li][li]A game developing working on a mobile game that uses Geo spatial data.[/li][li]An Artist working to update his porfolio[/li][li]A group of animators animator working on a weekly web series[/li][/ul]
[li][size=2][size=2][color=darkorange]But If you post your idea, please provide feedback on other’s ideas.[/size][/color][/li][/list]IP REVIEWER

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

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

Some examples:
[li]An AAA game developer looking to help upcoming talent[/li][li]Experienced feature animators could review game animations.[/li][li]Writers can comment on story points[/li][/ul]

My wife is a social worker and she suggested the idea that we use a SPONSOR model similar to AA. [size=2]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.[/size]

The Concept[/font]___________________________
Ok so lets recap:
[color=white]The idea behind this IP incubator club is to provide a cool hangout place for IP creators. [/color]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.

[li]FOR GEN DISCUSSION of the IP CLUB CLICK HERE: Your Own IP?[/li][li]WEEKLY WIP are encouraged[/li][li]On your weekly post please Fill the following information (you can cut and paste it:)[/li][/ul]


Fashion (3D Printing)
Web Comics

TEAM MEMBERS:(Voluntary)


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



Notable Laws:
Berne Convention for the Protection of Literary and Artistic Works
Copyright Act of 1976
Copyright Act, 1978
Film/ Video/ Animation Content
[li]http://vimeo.com/[/li][li]http://www.youtube.com/[/li][li]Stock Footage:[/li][li]http://www.pond5.com/index.php?ref=orbitrob[/li][li]http://submit.shutterstock.com/[/li][li]http://www.stockfootageseller.com[/li][li]http://www.stockfootageseller.com/w…ostock-logo.jpg[/li][/ul]

[li]http://store.steampowered.com/[/li][li]http://www.microsoftstore.com/store…DisplayHomePage[/li][li]http://developer.android.com/index.html[/li][li]Web Comics[/li][li]www.comixology.com[/li][/ul]
[/list]3D Models (for Animation)

[li]http://www.turbosquid.com/[/li][li]http://www.daz3d.com/[/li][li]3D Models (for 3d Printing)[/li][li]https://www.ponoko.com/[/li][li]http://www.shapeways.com/[/li][li]http://www.sculpteo.com/en/[/li][li]http://i.materialise.com/[/li][/ul]
[/list]Clip Art

Custom Merchadize:
http://www.cafepress.com/cp/info/Make Magazine: Ultimate Guide for 3D Printing is a FANTASTIC resource. GET IT if you are interested in getting into this market:

Digital Media:
[li]SXSW[/li][li]Shepton Digi Fest[/li][li]NAB[/li][/ul]Gaming:
[li]PAX[/li][li]PAX East[/li][li]Independent Games Festival[/li][li]E3[/li][/ul]Europe:
[li]Edinburgh Interactive Festival[/li][li]Eurogamer Expo[/li][/ul]Comics:
[li]Comicon[/li][li]SPX[/li][/ul]Animation Festivals:
[li]SIGGRAPH [/li][li]Bradford Animation Festival[/li][/ul][/size][/color][/size][/size][/color][/color][/color][/color][/color][color=#ffffff][/Spoiler]


Funny how everyone seem to be jumping into the Ip development bandwagon…

Autodesk to invest in DeviantART


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…)


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 :wink: 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.


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!



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?


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.


@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.


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)


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.

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


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.


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


Character Texture WIP of Kiko

Refining the Basic Motions



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!


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 (

) 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.


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.



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

CATEGORY: Animation


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.


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.



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

START DATE: July 2011


WIP THREAD: http://forums.cgsociety.org/showthread.php?f=153&t=1085457


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!



@Frotze: After LE GOUFFRE you have to make an animated series featuring that Rhino guy. He’s hilarious! :slight_smile:

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


Haha, yeah. Actually we’re thinking of doing a project more in the spirit of the comics after this, considering how popular they are. :slight_smile:


@ Grant Moore:

In my opinion, I still think the concept of Pole Force One would look better the sooner you all embrace how lurid the concept is supposed to feel:

The characters should look naked even when they have clothes on… and you have to adopt that busty chest, narrow waisted, wide-gapped-crotch-shapely legs look… with arms that look like they’d only look good around a man’s neck.


@Frotze - I agree, the Rhino dude and the comics are awesome. After you’re done the animated film I’d love to see you guys make an online strip. Also, congratulations on such a successful campaign so far, hopefully there will be a nice little bonus at the end.

@CGIPadawan - Damnit man, that sketch is exactly what I’ve been trying to get out of my artists but thus far have failed. The art I have is technically well done, but it’s lacking the sex-appeal. Everything I have feels average, when what I’m really going after is that immediate primal response you’re describing. Once I get the source files from the 3D artist, I’m going to see if I can push what he’s given me to closer fit what you’re describing. All I really need is to perfectly nail at least one character, after that it’s much easier to match stylistically. Thanks again for your awesome suggestion (and I’m going to definitely use that sketch for future reference, it’s exactly what I’ve been trying to communicate).

Though, I must admit, these are exactly the kinds of challenges I was hoping to face as part of making this project. It’s my first time doing any kind of “art direction” and asking others to do work for me, so from a personal development point of view, this is great. It’s forcing me to learn how to get what I want out of others. Basically, I’m using this project as my “first” so if I make mistakes, it’s not so bad… my next project is where my heart and true passion lies, I want to be prepared by then. So bumps in the road of this significance are okay, I’m just thankful I have people like yourselves to help me along :beer:


Well all you have to do is work out the Style and then start telling point by point what you need - “Slimmer waist” , “fuller chest”… “Legs that seem to go on for miles”…

You have to be a bit patient and be aware that much like a race car being built with parts in the oven or various stages of fabrication, it’s not going to look instant immediately.

You should look up Jeff Scott Campbell, and tell your artists to look that up, or most Western comic book artists like Jim Lee, Frank Cho

Japanese model makers like the Square Enix Play Arts line are also good places to look for more solid shapes that are definitely in the direction you need.

Square Enix Play Arts Kai Batgirl

Square Enix Play Arts Kai KEI from Captain Harlock

The biggest hurdle is perhaps articulating WHY your story or message REQUIRES this look other than “It’s about Strippers”. It can be very hard to do this.

To be honest, most times you find it isn’t necessary to “go Sexy”.

But then again, I’m here supporting you and a lot of the other IP makers so I’m “going with the plan”. :stuck_out_tongue:

P.S.: Oh and while we’re on the subject of “going sexy and getting away with it”… The absolute boss of this category is Shirow Masamune.


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: 8

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

What went right this week:
* Finished Act 2 animatics. And working on final Act animatics.
*Yiming is maintaining a detailed excel sheet for the Animation and general scene arrangement. As we enter into production stage it will be crucial in standardizing stuff. He is working on Act 1 Animation for the protagonist.
*I am working on Act 3 and render tests at the same time. The animatics allows us to do a lot of still shots which will definitely save loads of render time.

What went wrong this week:
Act 2 was quite hard to pull off in animatics. Took a lot longer than expected. I was almost nervous that it wont work.

Show & Tell:
Here is a very important character of the film : LW (texture work incomplete)

And here is a still from ACT 1. (texture work incomplete)



Frotze and team,
Big hug guys. Really happy to see your hard work paying off so well. Good luck with the post production :thumbsup:

Good looking textures! As for the “Stripper” thing, IMO you should stick to your initial vision.