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June '12 works in progress
June has come and is going, oh wait I have eleven more days. The illustrations that I'm working on this month are focused on my exercising drawing lineart.
I will be livestreaming these paintings, so please stop by and say hello! livestream
working title: beesting
working title: chainknives
this is a HUD mockup i did for Pid Rescue, based on a friend's design
SIGCHI 2012, Innovative Interface
This last week I traveled to Austin, Texas with the Combiform team, to attend SIGCHI. This was my first time with a demo booth at such a large convention. We had a ton of people stop by, and the space was crowded during the main event. I spent the time trying to photograph everyone that stopped by, occasionally taking breaks to work on an essay.
We placed first in the Student Games Competition for Innovative Interface!
| The Grand Escalator, Austin Convention Center |
| Student games Competition |
| We've got a crowd |
| Heading out every morning |
| Demo'ing Combiform to the student volunteers |
More photos on Flickr.
Dagger Class Spaceship
This is my final project for Intro to 3d Animation. I am definitely more interested in modeling at the moment. The whole 3d process is satisfying in that theres an incomprehensible amount of anticipation for the end product every step of the way.
I intended the dagger ship to be one part of a combinable set of spaceships for a top down schmup. These fighter ships are small in scale and serve as a personal manned vehicle, and can also house a handful of passengers.
Gunbuster was definitely an inspiration for this project. The idea was to create a dagger and sheath pair of spaceships, and the dagger design resulted in a similar silhouette as the space aliens from Gunbuster. It is cool how the Gunbuster 1 and 2 combine to become a mecha, but I have not decided on what the combination of my two spaceships will become, yet. Now that I think about it, a cool mecha would definitely change the pace.
I would watch Outlaw Star again for a bit of inspiration, but that's definitely going to end with grappling hooks.
I intended the dagger ship to be one part of a combinable set of spaceships for a top down schmup. These fighter ships are small in scale and serve as a personal manned vehicle, and can also house a handful of passengers.
Gunbuster was definitely an inspiration for this project. The idea was to create a dagger and sheath pair of spaceships, and the dagger design resulted in a similar silhouette as the space aliens from Gunbuster. It is cool how the Gunbuster 1 and 2 combine to become a mecha, but I have not decided on what the combination of my two spaceships will become, yet. Now that I think about it, a cool mecha would definitely change the pace.
I would watch Outlaw Star again for a bit of inspiration, but that's definitely going to end with grappling hooks.
Knights of the Unicorn... Table
Group project for Writing 340! I edited the first 2 sections together, with Kajiura for BGM.
For the final version, we ended up having to speed up the first section a bit, because of complaints about pacing.
For the final version, we ended up having to speed up the first section a bit, because of complaints about pacing.
Two More Weeks
Two more weeks of classes. We playtested the alien iPad game today. The real work begins now.
I streamed two sketches today. I tried Feng Zhu's multitask method. It worked wonders.
I streamed two sketches today. I tried Feng Zhu's multitask method. It worked wonders.
Skullgirls!
Today a little fighting game called Skullgirls launched on the PSN, and soon the XBLA. I interned at Reverge Labs for a bit last year, helping out on this game! This my first time being credited on such a big project. ^_^
I played it for a bit an hour after the launch, and I have to say the characters are great personalities! My favourites are Valentine and Ms. Fortune so far. ninja girl and cat girl. who'dve thunk'it?
The game's twice as large as Journey @_@.
Check out the game here: www.skullgirls.com
and the developers here: www.revergelabs.com
I played it for a bit an hour after the launch, and I have to say the characters are great personalities! My favourites are Valentine and Ms. Fortune so far. ninja girl and cat girl. who'dve thunk'it?
The game's twice as large as Journey @_@.
Check out the game here: www.skullgirls.com
and the developers here: www.revergelabs.com
Cute Aliens?
sorta cleaned up this idle bounce animation, then spent a couple of hours sketching a skip!
Get Outta My Way!
Splash Screen for Get Out of My Way!, a colocative fighting game on the combiform platform. This is the splash screen that I put together for the game. I can draw poses now! Get Out of My Way, featuring Johann and Mariya!
High-Res Alien
I'm still working on a stylized splash screen for Get Out of My Way, and I've got a new high-res alien (a bit fat).
S Class Warships
A quickie tonight, to get my mind working around that space-schmup I'm going to develop. These spaceships are going to need some weapons, arent they... I can just hid laser lenses in that front edge xD
Games User Research Summit, GDC 2012
My GDC trip this year is shaping up to be a lot more exciting than I'd expected it to be. I'm enjoying the chilly San Francisco breeze (I miss it a little), and marveling at the city architecture.
Tuesday I attended the Games User Research Summit, and definitly learned a few things:
On Touch Interface
Visual assets for touchable buttons should be at least 7-9mm in width.
The visual asset should be at 60% of the touch target size.
Three ways to classify Interfaces are by their Freedom, Precision, and Direct Manipulation.
Intuitive is misleading, because everything is learned. Familiarity and Awesomeness is a more efficient targets.
On ABC model of attitude
Affect -> Emotion
Behavior -> Action
Cognition -> Thinking
Each of the three affect the other, and recursively affect themselves. They are immeasurable because this state is always changing and in the moment.
Behavior is observable while Affect and Thinking can only be intuited.
Media can affect one of these aspects to influence another.
Bartle's Player Types and Biometrics
A researcher presented a study that he did on players of a trivia game, as requested by the developers. He quickly realized that the data that was needed required observation of the four Bartle player types in relation to one another.
It is important to note that the decision to use Player Types: Killer, Explorer, Achiever, and Socializer, were a result of the data, and determined to be fitting after properly analyzing player behavior under their target behaviors.
The researchers watched for the interactions between two players and measured the frequency of:
Shared awareness
Requesting Info
Shared History
Shared Sucess
Shared Failure
Team Optimisation
Trash Talk
Self Indulgence
ABC in Games
During this talk I realized that this would allow me the vocabulary and surface understanding to put one aspect of Spectra into words. The purpose of Spectra was to place players in a situation where they would have to help the other player, their partner. My intended result would be that these repeated acts of kindness would influence the player's emotions and thoughts about each other.
The game never yielded an answer, as I haven't observed enough play sessions of it, or run lab tests with specific player-types, but I have had good reaction to the premise and players tell me that they enjoy the game.
Tuesday I attended the Games User Research Summit, and definitly learned a few things:
On Touch Interface
Visual assets for touchable buttons should be at least 7-9mm in width.
The visual asset should be at 60% of the touch target size.
Three ways to classify Interfaces are by their Freedom, Precision, and Direct Manipulation.
Intuitive is misleading, because everything is learned. Familiarity and Awesomeness is a more efficient targets.
On ABC model of attitude
Affect -> Emotion
Behavior -> Action
Cognition -> Thinking
Each of the three affect the other, and recursively affect themselves. They are immeasurable because this state is always changing and in the moment.
Behavior is observable while Affect and Thinking can only be intuited.
Media can affect one of these aspects to influence another.
Bartle's Player Types and Biometrics
A researcher presented a study that he did on players of a trivia game, as requested by the developers. He quickly realized that the data that was needed required observation of the four Bartle player types in relation to one another.
It is important to note that the decision to use Player Types: Killer, Explorer, Achiever, and Socializer, were a result of the data, and determined to be fitting after properly analyzing player behavior under their target behaviors.
The researchers watched for the interactions between two players and measured the frequency of:
Shared awareness
Requesting Info
Shared History
Shared Sucess
Shared Failure
Team Optimisation
Trash Talk
Self Indulgence
ABC in Games
During this talk I realized that this would allow me the vocabulary and surface understanding to put one aspect of Spectra into words. The purpose of Spectra was to place players in a situation where they would have to help the other player, their partner. My intended result would be that these repeated acts of kindness would influence the player's emotions and thoughts about each other.
The game never yielded an answer, as I haven't observed enough play sessions of it, or run lab tests with specific player-types, but I have had good reaction to the premise and players tell me that they enjoy the game.
Maya =X
OK, so I finally tested the murky waters of the 3D world. 6th semester out of 8 here at USC, it's a good time. I feel like I can comfortable learn the software, and that makes me happy. For the past three years, I've only ever worked on drawings and 2D animations.
Taking this course is like dipping my toes into the 3D environment, making sure that the temperatures aren't too cold. I'm so deep in my 2D work right now (it's only getting more and more exciting!) that my focus is still in that direction, but I'll be learning Maya steadily!
Modeling is pretty fun! For my next step, I want to model a character.
Taking this course is like dipping my toes into the 3D environment, making sure that the temperatures aren't too cold. I'm so deep in my 2D work right now (it's only getting more and more exciting!) that my focus is still in that direction, but I'll be learning Maya steadily!
Modeling is pretty fun! For my next step, I want to model a character.
Mariya
I'm working on a fighting game now. The only ones I play myself are Street Fighter (Juri and Sakura), Super Smash Brothers, and a bit of Melty Blood. We're going to have a couple of characters, and I'm having a lot of fun repurposing a sketchbook drawing into a game character.
These are the two puppets, rigged in Flash's skeleton system.
Check out Mariya!


These are the two puppets, rigged in Flash's skeleton system.
Check out Mariya!
trying out different color schemes. I started with the one on the right and in the end we stuck with that one. The final puppet is missing that round face =/

i based Mariya's fighting pose on this doodle.

this is a poor attempt to change the proportions of the characters.
Ludum Dare #22 - Surume
So I did the Ludum Dare Game Jam with a bunch of friends! It took place over the weekend of Dec 16th, and I even had a buddy sleep over. I had to take care of most of the programming, which, unfortunately, is not my strong suit, but I'm glad we pulled through at the end.
Our game is titled: Surume: The Little Squid
and you can play it here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8680
Web version of the game
Our game is titled: Surume: The Little Squid
and you can play it here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8680
Web version of the game
The First of December
The First of December came and went as quickly as the Winter winds blow. The day before, Erica Zhao and I turned in a completed build of Spectra for class. No project is without its crunches, and Spectra was no exception. I worked as many hours as I could as soon as Thanksgiving Thursday ended, clocking in about 5 hours of sleep by Monday night.
Here's the one minute teaser video we put together to showcase our game:
The major changes that occurred during this looong weekend were:
-color changing flashlight
The boy's sprite was overly static compared to the girls. She would have her hair dyed a different color every time her powers changed, whereas the boy had a 2 frame flashlight animation.
I separated the flashlight from his sprite, and let it change colors. It's only a small number of visible pixels compared to the entire screen, but better associates the floating circle with his wand.
-color changing flashlight
The boy's sprite was overly static compared to the girls. She would have her hair dyed a different color every time her powers changed, whereas the boy had a 2 frame flashlight animation.
I separated the flashlight from his sprite, and let it change colors. It's only a small number of visible pixels compared to the entire screen, but better associates the floating circle with his wand.
-animated, reactive picture frame (hud element)
Spectra is bordered by a picture frame. I'd always wanted it to be one that changes according to the game-state, but the design/insignia had always stumped me. I ended up animating a vortex, as if light were emitting from a source in the center of the box.
each individual tile changes colors after every animation cycle, and the color that is matched with the girl's current color is lit brighter than the rest. I will try to post a video soon, but for now, imagine twinking stars.
Spectra is bordered by a picture frame. I'd always wanted it to be one that changes according to the game-state, but the design/insignia had always stumped me. I ended up animating a vortex, as if light were emitting from a source in the center of the box.
each individual tile changes colors after every animation cycle, and the color that is matched with the girl's current color is lit brighter than the rest. I will try to post a video soon, but for now, imagine twinking stars.
-simplified node sprites
The color fountains that I had going before had too much unnecessary detail. I removed the pillar that held up the orb and diamonds, so now they're just left with the base and shape.
The color fountains that I had going before had too much unnecessary detail. I removed the pillar that held up the orb and diamonds, so now they're just left with the base and shape.
-background
Anh gave me a rough pencil sketch for the background. I then spent the entire night painting the repainting the entire thing. Sometimes the flow of the lines would direct eyes out of the picture instead of inwards, and those sections would have to be repainted. Othertimes detail would accumulate in certain areas. Since the background is a decorative element and is not part of the playspace, i had to simplify and remove anything that was distracting.
If you've heard me pitch Spectra before, I talked about playing in a stained glass world, where the picture and the game are one. I mentioned how players would be brought into the stained glass environment. In practice, it is a difficult goal. I do plan on experimenting with that idea again, but it seems unlikely that we will be able to find a convergence of gamespace and the background.
In its place, I plan on implementing 'glitch world' levels, where the the entire screen is filled with gameplay elements, platforms, and players will have to find their way through its maze-like structure.
Anh gave me a rough pencil sketch for the background. I then spent the entire night painting the repainting the entire thing. Sometimes the flow of the lines would direct eyes out of the picture instead of inwards, and those sections would have to be repainted. Othertimes detail would accumulate in certain areas. Since the background is a decorative element and is not part of the playspace, i had to simplify and remove anything that was distracting.
If you've heard me pitch Spectra before, I talked about playing in a stained glass world, where the picture and the game are one. I mentioned how players would be brought into the stained glass environment. In practice, it is a difficult goal. I do plan on experimenting with that idea again, but it seems unlikely that we will be able to find a convergence of gamespace and the background.
In its place, I plan on implementing 'glitch world' levels, where the the entire screen is filled with gameplay elements, platforms, and players will have to find their way through its maze-like structure.
What does your Character do?
My partner and I have been working on Spectra, a two player cooperative puzzle platformer, for our Intermediate Game Development class at USC.
We set out not to create just interesting game mechanics, or to tell a touching story, but to also address co-operative play between two players.
Mirror Images
Today, whenever the topic of co-operative play comes up, everyone is quick to refer to Portal 2, which includes a two player campaign alongside its main single-player story. Valve was very successful in crafting an entire experience around their two player mode, stringing together a set of new characters, voice acting and a narrative.
However, these new puzzles are essentially Portal levels that involve a second set of portals. The two players are mirror images of one another, have the same controls, the same portal gun. players have swappable roles,
Two Layered Cake
Spectra's co-op gameplay is different in that the two players abilities are directional and can be layered on top of each other. Each player is given the same set of colors: white, red, blue, yellow. However, they differ in the way that they use these colors. Games like portal 2 had a straightforward evolution to a two playermmode. It is, however tough to go in the other direction, creating a single player experience out of a multiplayer one. Part of our purpose for creating spectra is to bring two players closer together and feel the intimacy of the hero and heroine. The removal of either of the characters breaks down the structure of control. to use an analogy, Spectra would be the equivalent of two players each controlling a single portal. you need both of the portals for the mechanic to be demonstratable. you need two sets of primary colors to create secondary colors.
We set out not to create just interesting game mechanics, or to tell a touching story, but to also address co-operative play between two players.
Mirror Images
Today, whenever the topic of co-operative play comes up, everyone is quick to refer to Portal 2, which includes a two player campaign alongside its main single-player story. Valve was very successful in crafting an entire experience around their two player mode, stringing together a set of new characters, voice acting and a narrative.
However, these new puzzles are essentially Portal levels that involve a second set of portals. The two players are mirror images of one another, have the same controls, the same portal gun. players have swappable roles,
Two Layered Cake
Spectra's co-op gameplay is different in that the two players abilities are directional and can be layered on top of each other. Each player is given the same set of colors: white, red, blue, yellow. However, they differ in the way that they use these colors. Games like portal 2 had a straightforward evolution to a two playermmode. It is, however tough to go in the other direction, creating a single player experience out of a multiplayer one. Part of our purpose for creating spectra is to bring two players closer together and feel the intimacy of the hero and heroine. The removal of either of the characters breaks down the structure of control. to use an analogy, Spectra would be the equivalent of two players each controlling a single portal. you need both of the portals for the mechanic to be demonstratable. you need two sets of primary colors to create secondary colors.
10-Day MEGA Hackathon
A friend of mine invited me to contribute some art on a hackathon project. We were given 10 days to work on it, minus whatever time we would want to spend on Actual Classes that cost money. The theme was the poem My Shadow by Robert Louis Stevenson.
Our game was a sidescrolling action platformer in which the player manipulates the position of the shadow of a priestess(placed on the floor, on the side of walls, or even right behind him), to execute different abilities, which both support her platforming and her combat.
Here is the stuff that I put together for the project:
Our game was a sidescrolling action platformer in which the player manipulates the position of the shadow of a priestess(placed on the floor, on the side of walls, or even right behind him), to execute different abilities, which both support her platforming and her combat.
Here is the stuff that I put together for the project:
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