Tag Archives: art

Indie Royale – Artwork Post

Posted: May 10, 2017 at 8:53 pm
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For about a year around 2013/2014 I provided all the bundle artwork for the guys at Indie Royale. Most of my work was to create the theme art for each bundle, usually based on the titles.

For the most part I used Inkscape to create these pieces, mostly drawn digitally in rough using MyPaint, occasionally in pencil or pen and scanned in. The biggest challenge was timing, often I would be asked to create the art at the last minute with a deadline no more than 12 to 24 hours away!

Here’s a slideshow covering most of these pieces.


The Art of Little Bird Episode 1

Posted: May 10, 2017 at 9:47 am
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Christmas 2011, the holiday season was about to begin.. I was just about to begin the slow down for the holidays, you know the usual sort of thing, mulled wine, ginger wine, mince pies, backing up my files, fixing things, you get the idea.  So mid-bite through a mince pie I’m offered a small project to work on, only catch is it needs to be started pretty soon. Something about needing to be done quick. Hmmm.. Tell me more I say..

So first question is, ‘what’s this all about then?’ Turns out the game is a physics based scrolling rollem’about skillfest featuring a little bird that.

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Pinball game you say?!

Posted: May 11, 2015 at 7:36 pm
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Sometimes you’re offered a project that ticks all the boxes right away. Let’s go back to September 2012 when one such project fell in my lap.
The game was called Looksi Pinball and was intended to work with a hardware overlay for an iPad or iPhone to provide.

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Molotov Man Concept Sprite

Posted: October 15, 2013 at 10:53 am
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Meet Molly, nickname for the main character from the unreleased unfinished and unsigned game called Molotov Man developer to work on the Super Nintendo.


Ye olde strong man illustration

Posted: March 14, 2013 at 8:09 pm
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Another one of my Indie Royale illustrations has recently hit the IR website and this time it’s for the upcoming “Mighty Bundle” which of course I cannot say anything about until it goes live when all will be revealed!

It’s funny when you create artwork as you can sometimes go through a couple of rough sketches, maybe try a few ideas out, but this one had none of that. I mean what’s to do when ‘old fashioned strong man lifting weights’ is requested? All I needed was a nice cuppa tea and off I went a doodling…

As with most of my recent work it was sketched, inked and painted in MyPaint and then cropped for export using GIMP.

I do so enjoy using quality Open Source software.


Zombie Boy Doodle

Posted: March 1, 2013 at 11:23 am
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Funny what a doodle in MyPaint can turn in to isn’t it? Take this one I did yesterday. I’ve called him “Ronnie Stump Sticks”, a zombie boy with out any hands, poor thing.


Not having any hands doesn’t stop him from getting on with the afterlife. Oh no, he’s quite a resourceful boy and uses all sorts of things in their place, you know the typical every day items like, spoons, forks, drum sticks, celery(Apium graveolens dulce), ok maybe not celery but you get the idea.  Using such a wide variety of things does take its toll on his poor arms and as you can imagine it can get a bit messy as the blood just goes everywhere. Though I have to say it isn’t too noticeable when eating his favourite food, cream of tomato soup!

And on that rather small blog post of total nonsense I’m off to make a nice cup of tea.


Another Indie Royale illustration…

Posted: February 25, 2013 at 4:00 pm
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When asked to draw something pertaining to the subject of “Debut” for the upcoming Indie Royale bundle, you could say my creative brain had popped out for a scone and afternoon tea. Nope, no ideas forthcoming until Graeme (IndieRoyale bundle master) suggested a stage with curtains, and thus the image of an old theatre and it’s rather rouge stage dressing made it’s presence known in my mind! That’s it I thought and promptly scribbled down some ideas using my favourite digital painting application, MyPaint.(I sound like an anorak!)

Here’s the final result currently live on the Indie Royale site, though once this bundle goes live this link will of course be outdated!

If we look at my original rough below it doesn’t look quite like the finished one seen above..Here’s why…

I wanted the art to stand out more from the screen than this initial sketch and one quick trick is to use our old friend perspective. For the finished art I would need to draw some perspective lines for the wooden planks on the stage, so why not carry those lines out a little further and use them as a guide for not only the stage, but also the curtain tops too! Seen below you can just make out my blue guide lines which form the basis on which the planks were drawn.

By curving the front of the stage downward not only do we force the perspective out, we also draw the eye towards the centre as the whole stage takes on a bowed appearance. This is re-enforced once I added in the microphone stand. Although the vanishing point is masked behind the red curtain it is important enough to create just enough perspective in order to draw the eye in and complete the illusion of depth. Compare the original rough to the finished illustration and you can see this in full effect.


*Created on my ageing laptop using MyPaint 1.1, Gimp 2.8 and a Wacom tablet running under Linux Mint 14 KDE, which I have to say runs rings round my windows Vista desktop PC that I normally use.

ET is here and taking our cows!

Posted: February 14, 2013 at 11:14 am
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One of my recent projects was to design the artwork for a pinball game. The first table had the theme of Aliens and UFO’s. So not wasting any time I came up with these little chaps who fly about the Nevada desert looking for things to abduct with their dazzling tractor beam of light. OK it’s actually a blurred out line with an alpha blended gradient and all that other artistic malarkey, but you get the idea.

Initially I did a concept sketch , why break from the norm eh? After a quick scan into the computer I loaded the newly digitised drawing in to Inkscape where I recreated it using vector lines before colouring in using quite a few layers of fills and gradients, oh and the most important ingredient Tea!. The beauty of vector art is it can be exported to pretty much any resolution. This is  brilliant for those times in your life when when 6 months down the line you’re asked to do a HD+++ version for iPad Mega Retina 9 or the need arises to create a version in print.

As a test I took the art I’d created for the table  and produced a canvas print for my studio wall, the results were excellent.

To finish off here’s what the flying saucer looked like prior to me adding colour and shading.

 


Indie Royale Icons

Posted: February 12, 2013 at 2:36 pm
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Lettuce have a bit

I recently started working with the guys at Indie Royale, providing title art for each of their new games bundles.

My first piece of art was this rather hungry giant tortoise for their Evolved bundle.
The art style on the website had to be adhered to so my first job was to familiarise myself with the existing look and feel and create the new art in this style.


Penciltastic

To give you an idea of how the initial sketch differs from the finished artwork here’s the pencil sketch I did after I’d been given the design brief. I was later told it needed to be a giant tortoise, just as well as this one don’t ‘arf look a misery guts!

See the shells

As an after thought, the banner graphics for the website needed filling out so I also added some eggs too! The finished art also has a couple of babies hatching from the eggs, just to finish it off. As you do!!

For this job I used the most excellent MyPaint in conjunction with Gimp for the odd bit of cutting out and colourising.


Nintendo Gamer; Memories of Sensi Soccer on the SNES

Posted: July 18, 2012 at 4:38 pm
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Funny how things turn out isn’t it?
July 2012 edition, Sensi SNES Article

Take Sensible Soccer on the Super Nintendo for example,(SNES for those not in the know or have forgotten).Unlike the version we ported to the Sega Mega-drive, Nintendo’s 16bit wonder involved a bit more work than the relatively easy port to the Sega hardware. For a start the original Amiga code was written in 68000 assembler which also happens to be the same processor used in the Mega-drive.Converting a game is just a tad easier when both your original code and the target code can effectively run on the same processor.

Unfortunately  the same can not be said when converting to a totally different microprocessor, say one that has its foot still in the 8bit era. You see the processor in the SNES was at it’s brass roots level a MOS 6502, yes ‘that’ very same family of processors used in the Commodore C64 and many other 8bit computers, consoles and arcade machines. Not that I have anything against the 6502 in fact I cut my coding teeth on it back in the day. Thankfully Nintendo opted to use the updated version developed by Western Design Center  which has a wonderful assortment of extras over it’s older brother. What extras are these then? Well, extras like 16 bit registers, more instructions and and the ability to address up to 16 megabytes of memory which is somewhat greater than the 6502 and it’s comparatively puny 64k addressing range. Cool! (Thanks Wikipedia! come on you didn’t think I’d remember all that geek stuff? )

So what’s all that got to do with the price of fish? Well nothing but it does remind us that converting a game isn’t a just a case of converting the graphics, changing a few lines of code and hey presto you have a new target platform with which to publish your game on. No, it’s far more involved than that, even today with multi platform game engines like Unity or Corona which makes the whole process far easier there are still rules to follow but these falter in my opinion when compared to the technical work required doing it old skool!.

 So anyway as I was saying it’s funny how things turn out isn’t it? I was going through some old graphics files recently when out of the blue I was contacted by Nintendo Gamer Magazine who invited me to comment on my memories of converting Sensible Soccer to the Super Nintendo. Well it took me a while to remember what we did but after after viewing a few old Amiga IFF files, drinking a large mug of tea (or three) those old memories soon resurfaced and before I knew it I’d written enough waffle to pad out a few paragraphs.

So if you want to know how this version of Sensi Soccer differs from that of the original , grab yourself a copy today! Nintendo Gamer July 2012.