Insert your custom message here. close ×

No mercy from the edge of the blade

As promised, a long time ago, here’s my blog about my weapon design. But whats a blog about a weapon with out being able to see the weapon. Behold Tetanus


Willing to bet if you chase down your neighbor with this they wont make excuses for leaving their trash cans in your parking space anymore.

The little unknown secret on this weapon is that I have had it around for a while. The original design was done back in 2010.  It came about from me wanting a weapon for a character i had designed, so my good friend Jim made a concept of it while i was driving somewhere and i made one up as well when i got home.


My Design circa March 2010


Jim’s Design -click the pic to see more of his neat work-










But in my game design class we had the opportunity to make a weapon, what an awesome time to remake an older work from when i started down my artistic path! The process started with a revaluation of the weapon its self from both its designs. The challenge was how to mesh them together to keep together the original designs, yet make it feel new and epic. After a few iteration and tinkering with shape and objects that were were meant to make up the massive sword made of trash the final design i ended up with came out like this:

tet2_smallHappy with how it came out i moved on to modeling the design out in maya, as you could tell from the first pic that was posted. The assignment limitations keep the poly count of the project to around 5000-8000 tris. Because of this limitation i added the rivets  through the use of a normal map. baking the rivets onto a lower poly model of the weapon saved about 10,000 polygons. Staying on the normal map idea i added the texturing and scratches threw normal mapping as well. I was able to fight with the game engine unity and imported the weapon into it so i could see how it would look in a game.


I’m not willing telling how long it took me to figure out how to get this into unity.

But I’m happy with the end design and look of the weapon, now please enjoy a super cheesy pic of the sword stabbed into the ground.


All that is missing are some clouds, sun beams, and a red ribbon tied to the weapon




Share : facebooktwittergoogle plus

Stayin’ alive ah, ha, ha, ha!

Were at the end of another cycle of prototypes! and i did very very bad at updating this blog on the process terribly sorry about that to my readers.  But without further adieu on to the new game!


Can you save this chicken…. from the grill of someones car?


Chicken Crush! This game is a top down game where you play a chicken playing chicken against another chicken. Its a two player game where each player has to dodge cars in order to to stay alive as long  as possible. Along the way you can pic up some fun power ups that make the game easier for you, or for the other player, or make it harder on the other player if you want to take all the victory for your self!





The fun really started to come out when we introduced the power ups into the game. The most popular power up was by far the bear mode, where your chicken turns into a bear  capable to destroying all cars that are foolish enough to drive into its lane! The power ups were introduced to push the players to move around the map and risk getting hit instead of staying very still and not being very active.

The game wasn’t always on this path how ever. The original concept of the game was to race across the road with the chicken when a level was passes you would move on to other levels that would introduce more and more mechanics that you as the chicken would have to fight thru to get to the end of the game. We found out that the concept of the chickens racing was already done by an actavision in the late 80’s.  So a big change was needed in the game design to be able to keep going.



Dont be that last row of guys… no one wants to be those guys.

The team for this project was a little different setup than my last one. This time we had 3 engineers, 1 producer, and 1 artist (me);  The last one having one more producer and one less engineer. But lets introduce the team:


Behold team 10!


The team was made up of (from right to left in the picture) Skip Fowler, Shelwin Cheng, Joe Rozek (still me), Sean Moody, and Vinod Madigeri. Our team had a great skill in communicating with each other and that attributed to our overall success. Having the extra engineer was also very helpful as it allowed more work to get done on the coding side rather than on the management side of our game. Though this brought on a problem towards the end of the prototype where our producer, Sean,  got sick. The team rallied and kept going but a bit feel threw the cracks and the start screen wasn’t added into the game like we wanted it to be, due to not knowing who needed to be working on what the last week. This was all cover in our burn down:

The stereotype that artists have good hand writing is a total lie.

The stereotype that artists have good hand writing is a total lie.

I had a very bad habit this prototype and that would be while i was working on different art styles and types of assets that i wouldn’t save the ones the team or i didn’t like. This is a habit i will be stopping now and be more on top of tracking in my next prototype. Ill be using this blog as an art dump and more of a creative journal to help me stay on track with that goal.  And i know i said i would have the weapon up last time but i clearly lied and will get that up next week!

Share : facebooktwittergoogle plus