Sketch Dump, October 2006

Just a few noteworthly doodles from my digital sketchbook. The scanner is too much work. ...

The battle that can-not be won

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New Server (AKA. I killed a Cisco)

You see, what’s fun about big computers is… oh wait… there’s no fun here. Back sometime in ‘98, whilst I was working in a computer store, my fascination with big computer crap began. And I purchased this massive “Server” case, which was PC’s case for a couple years. Eventually, this behemoth of a case was “promoted” to an actual server, since routine maintenance/upgrades were painful given it’s shear mass. Then in ‘04, I had the brilliant idea to purchase the biggest, fattest Laptop mankind has ever seen....

A bit of a break

I’m not going to pretend I got lots done. This month got off to a slow start. With Disgaea 2finally hitting our shores, and that inevitable peer pressure to play Oblivion, it seemed like the right thing to do. But mixed in to a reasonably large game engine re-engineering effort, which always seems to be 2 weeks away from bearing fruit, there’s been my little project of art research or training, or whatever catchy “make art better” phrase I come up with at the time....

An audio workflow with SVN (Rant)

I’ve got workflow on the brain, and a discussion about backups on IG got the brain juices flowing. The post is of similar quality and length to what I’d normally constitute a “blog post”, so I’m dropping it here so I don’t forget. It’s certainly not a surefire answer to anything, just a stroll through me solving a problem. The set up: SVN, a great tool for backups, versioning, and synchronization, can and should be used in all aspects of development....

XNA 360 Indie Kit Hooray... C# !?

I tend not to go off on news topics, but ‘ehh… today’s special. No doubt you’ve heard about Microsoft’s big news that’s making Indie developers all giddy. $99 a year to “activate” an Xbox 360 so that you can test your games on it. Sounds great, but there’s 1 little thing that could pose a problem for some. C# … Alright. Nothing against C# as a language, ‘cause I’m sure it’s a great and efficient once you get used to it....

Too much to say, so I drew a picture

When you haven’t updated in a long time, and you have a lot to say, where do you start? Apparently you don’t say anything, and you put it off. Or you invent some random topic and post, but that’s only when you’re in a weird mood. OK, some friends inspired me to draw a picture, so lets talk art. Art, and what I’ve been investigating for a 2D art pipeline....

Teenage Indie Game Dev Ninja Turtle

I guess I’ve been involved in games a long time. Doing “amazing” things with “PRINT” on the Commodore 64 at the age of 9, and promoting a cheesy Zelda/Final Fantasy hybrid online at 16. Just to give some perspective, the year was 1996, and the game was called Legends of Tidal, a game the Internet has forgotten. Then there was all that game industry experience, but pshaw, nobody cares about that....

PuffBOMB Concept Art 2003-2004

Due to the request of a compilation Classic PuffBOMB will be a part of, I’ve collected various bits of concept art and sketches from 2003 and 2004. Given that the game was a solo effort, and completely dependent on my art skill, it’s no “Art of Warcraft 3″ style giant happy book of fantastic reference doodles. No sir. Instead, it’s just 4 collections of “learner artist” scribbles depicting some sort of character evolution....

June, can't forget June

Well, I’m not going to let the month go by without posting something. After all, I have been doing much stuff. Not so much round up, but many many other things. The project progresses. We’re busy preparing a pitch-able playable of the game that we’ll be pitchely pitching to potential pitch-able people pretty pitching soon. I’ll have less riddles and more to say about that in a few weeks. Also, I’ve silently (and finally) put together a MacOS X version of PuffBOMB....