Friday, December 16, 2022

A Decade of This


I’m currently in New York City, and naturally met up with Mr Dave Gilbert for lunch, just to catch up and chat after over three years of not seeing each other in person. While we were chatting it occurred to me that it had been just over 10 years since Dave needed a new background artist for The Blackwell Epiphany, and asked if I’d be interested in the role. I’d done some animation work for Dave in the past, and some conceptual stuff, and I had reached a point doing low resolution adventure game graphics where I felt I could do a solid job of it. 

A little over a year later we had completed the game, finishing up the series, and I think we knew then that we shared a vision. While our tastes and our skills are quite different, they complement each other well, and we feed off each other’s creative energy well. Along the way Dave had promised that he’d have enough work to pay me a regular wage, and so I handed in my notice at my old job and have been drawing for him ever since.

A decade after that email asking whether I’d like to take a stab at the backgrounds, I’m still doing this, and it’s been a decade with many ups and downs, but it’s been a rich experience overall. Epiphany was an interesting game for both Dave and I, and I think that sense of a shared vision we established in making it is something that has endured.

For me the most intimidating aspect of the project at the very start was the question of whether I had an endurance to do all the backgrounds and animations for a game of such a size by myself. Looking back now, it’s funny that this was my main concern - that decade has, if nothing else, proved my endurance through a project to myself. As with all work I can’t help but feel that I’d change so many things were I do do this game over. I doubt that feeling will ever truly go away.

Regardless, there was a special moment when I had this first scene painted up, and characters in and animations playing - the falling snow, a taxi driving past in the background, and just the colours and lights all working together in the composition and I sat back and thought “Yes, this is going to be good.” It’s that sort of feeling that drives me, more than anything else, and after a decade of this, I’m still doing my best to bring that feeling to life with each scene, in each project, and that’s still the best part for me. I hope to keep doing it for a while still.

Monday, December 12, 2022

Starflight

Whenever I need a new mouse pad I like to take the nice cover art from an older game that I admire, give it a little edit in Photoshop as necessary and get my own custom one printed up. My trusty old Star Wars: Dark Forces mouse pad is getting a little shabby, so I decided it was time for a new one.

I like the cover art for all the Starflight games, including the wayward child of the series Protostar, and so I thought one of those covers would be a great option this time. My edits on this one involved painting out the Electronic Arts logo in the bottom right corner, and painting some extra space and planet on the left and right sides in order to have plenty of bleed space without having to zoom in more and leave out the nice details. 

It's a pretty loose edit job, and there's a few upscaling artifacts, but I was pretty confident that it would look totally natural once printed on a mouse pad, and it does. I've uploaded the file here just in case there's somehow another person out there who'd like their own Starflight mouse pad. Just keep in mind that the left and right inch of the piece are painted in by me after the fact and therefore it's not a 100% accurate version of the original painting.

Friday, December 9, 2022

Back to the Drawing Board

 


I've been doing a lot of end-of-year revising of my work lately - some of this is because I'm in the middle of Old Skies, and the middle of a project is where the sheen of a "new thing" has dissipated a little, and the job is largely production work rather than creative solving problems, some of it being because Nighthawks is going to soon be at the point where I need to go back and polish things, cast an eye over everything I've already done and fill in the missing pieces that we didn't know were missing, and I need to have my critical glasses on in order to polish that project up the way it deserves.

The tough part about this sort of revision is that usually with a few months of space between the creation of a piece of work I can see the flaws that I was happy to ignore at the time, and while this can be a little frustrating and also generates a need to quickly touch up endless amounts of work, it's also satisfying because it feels like this is the right mindset for growing & learning. I've got a couple of months of pretty hefty study planned to fill in some of my massive weak areas, especially after a year of pretty solid production work, and my brain has never felt more ready to tackle some specific elements of technique & knowledge that have intimidated me in the past. By the end of a study block like that I'm always absolutely ready to take a break from learning things and just get down to production, too, which is also a great thing.

For now, here's an old study piece I did a couple of years ago that I liked well enough to touch up just a tiny bit tonight. Been too long since I did this sort of thing. Thanks for all the support this year, and here's to a wonderful 2023 for us all.

Wednesday, November 23, 2022

MEAT


Space Warlord Organ Trading Simulator's aesthetic was a vulgar, throbbing mess. What a fun project. The palette ended up being a mix of P1 phosphor greens and a sickly alt-CGA dose of magenta, purple & infra-cyan, dithered to hell and brought to life in flashing, pulsing style.


That palette helped us make the game something unique. I always like to work on projects that are recognisable at a glance - being memorable is more interesting to me than just "looking good". It's fun to make a game that you can't possibly mistake for anything else.

We chanted "MEAT" at each other, shared our love for the Command & Conquer install program, and embraced the dither, the weird palette shifts and somehow wholeheartedly brought this to life. Try to convert a screenshot of the game to greyscale and you'll see how much of the palette's contrast was derived from unusual leaps in hue & saturation that somehow end up working. I love limited palettes for a multitude of reasons, but hadn't used them in over a decade. This might be one of the best ones I've worked in.


I think the fever of our work on the game shows in the finished product. Colours flash and glow, the flesh throbs, the market moves constantly and stressfully. It's uncomfortable, kind of repulsive, and it knows exactly what it is trying to be. It took me back to days of gleeful chaos in jam games, weird experiments, of being a young game developer and indulging in the act of creating something. It's very different to most of my work now, which is carefully planned, and quite rigid in its definition of success and beauty. Very satisfying work, but I also loved revisiting that chaotic energy of old here.

Thursday, November 17, 2022

Re-Imagined

One of the most fun personal projects I had this year was taking inspiration from a variety of games that I love the world/characters/aesthetic of and seeing how they'd look in the style of adventure game that I'm used to drawing. I already posted about the process behind one of these but it seems sensible enough to collect them here as well for posterity.

There's a couple of reasons I loved doing these. One was that I got to play for a little while in these other worlds, settings that I don't normally get to experiment with, and that's always wonderful. Especially as I'm an epic sci fi/fantasy kind of guy, and rarely get to draw that sort of thing. Another great aspect was trying to take design cues from other artistic sources and incorporate them into my own work. Amazing what you can learn doing this. Finally, and probably the best of all, it's just nice to do tiny projects, things that can be finished in a single evening or two, especially these days when the games I work on are always getting bigger and more complex and everything takes years to do. It's a huge boost to just finish something small and put it out there into the world. There were a bunch of other games I would love to do this for - Anachronox, Omikron: The Nomad Soul, The Outer Wilds, Caves of Qud, Planescape: Torment, the list goes on and on. Maybe someday I'll do some more.

One quick note - I never ended up posting the scene from Command & Conquer: Red Alert because I finished that one on the 23rd of February 2022, and posting it at that time seemed to be in very poor taste. I'm putting it up here for posterity, nothing more. I only ever showed it to about three people, but I had a good time looking at Mønsted's snow and trying to figure out how he did the colours. I'd do it slightly differently looking back at it now, as would I put more detail on the tank, etc, but such is the nature of hindsight and rushed personal projects. 

Thanks to everybody who boosted these back when I was doing them, the response to this project was so encouraging.

(Update 20 June 2024 - added The Witcher 3)

Disco Elysium

Heaven's Vault

Beyond Good & Evil

The Operative: No One Lives Forever

Shadowrun: Dragonfall

Command & Conquer: Red Alert

Outcast

Thief: Deadly Shadows

Final Fantasy IX

Oddworld: Abe's Oddysee

The Witcher 3: Wild Hunt



Wednesday, November 9, 2022

Six!

 


I've started working on the next section of Old Skies, getting Fia's next outfit designed and then walk, talk, and "pickup" animations done in preparation. The normal stuff necessary for a Wadjet Eye game protagonist. This means that she now has six different outfits in the game so far. That's as many as all the companions in Unavowed plus both female & male versions of the player character. Anyway, here's a fun little preview of some animations using all 6 of those outfits to celebrate this little milestone!

And as a little bonus, here's a pigeon animation I did today:

Sunday, November 6, 2022

Class: Cartographer


 Might & Magic I may be the perfect game for someone like me. To clarify, it is perfectly suited to someone who loves drawing maps, loves making careful notes, loves playing with a sheaf of pages by the keyboard that need to be referred to constantly.

One of the best things about playing this game as an artist is that I can bring my interests to the experience. When drawing maps I am thinking of ways to make them look nice, or inventing simple ways to draw icons for things I want to highlight. When making notes I am using my skills in round hand calligraphy to invest in the theme of a sprawling fantasy RPG. It’s the kind of game that requires me to pull equipment out of my drawer in order to play. Some might say that’s how an adventure should be.

But best of all, I’m actually doing something. Cartography and chronicling is a massive part of this game, perhaps a good half of it, and the game is well set up with neatly divided maps and careful orienteering tools to aid in your mapmaking. Every map is the same size and shares a coordinate system. The world map that comes with the game has features shown on it that you will actually encounter, so when you see that sector E-4 has the “Perilous Peaks”, you know that you can name that sector of your map that. The presence of a sea monster or a giant scorpion on the map similarly warns the attentive player: here be danger.

There is plenty of danger, too. As is to be expected, one must use heroic might and powerful magic to overcome the various opponents in the game. But combat in RPGs is never amazing for me. There’s usually too much of it, it’s usually either too simple or too complex, and mostly I appreciate its presence as a way of making the exploration varied, tense and challenging. I like having to protect myself from fire against dragons, or use turn undead on skeletons. But I can get that in any game.

The true challenge, the true wonder of this experience is the exploration - I consider exploration as a vital form of gameplay, that complements gameplay like combat, puzzle solving and resource gathering. Finding stuff feels great, and Might & Magic I has me poring over my maps, looking for clues in the structure of dungeons or studying the layout of features to work out mazes (which are wonderful to solve when you’re drawing every single square in a grid out clearly anyway). There are jokes, tricks, puzzles, traps and patterns hidden in these maps, and it’s a joy to uncover them, to mark them out, square by square, and to unravel the secrets of this world. Better than waggling some imaginary sword in some virtualisation of a combat experience, better than picking spells that obviously counter the spells of my opponents (and let’s face it, game magic is usually so elemental, so rule bound), here I’m genuinely interacting with the game world, line by line.

My party of adventurers are knights, clerics, sorcerers. But without me, their trusty surveyor and scribe, there’s no way they can prevail. I’ve never felt more important in a game.

Friday, February 4, 2022

Process Breakdown - Using 3D as a base for a low resolution scene.


 I've had a few different people ask me about my process for using 3D and for painting low resolution scenes, lately, so I've been sharing a basic step by step of this recent tribute to Heaven's Vault that I drew. I'm posting it here so that I can link people to it whenever they ask.



Step one is to gather reference files. Especially important because I'm paying homage to someone else's vision, and I want to try to be reasonably accurate. I have a mix of screenshots, concept art, pose references, anything that I think might be important. I use PureRef for handling my reference images, a wonderful free tool that I recommend to everybody working with reference material.



Following my reference, I make a very basic 3D model that allows me to experiment with composition. I vaguely know in my head what lighting setup I'm going to use, so I put that in place as well. My goal at this point is to get my 3D models fairly accurate to the source. With an accurate model I can easily change positions of things with relation to the camera, so getting that right makes life much easier when I want to move things. I render this with a transparent background, because I know I'm going to paint my own sky in. I'm using Blender here - a great, free tool that does everything I need.


For the characters, I use Aseprite, a program that I've been using for pixel work for years. I like to have a basic sky colour in here, so I can see how everything looks together, and for pixel characters I don't really have any secrets. Just work to the reference, try to be accurate, and try to capture their character in the basic standing pose. Aliya and Six are nice to do because they're quite distinct, which usually feels like I know when I haven't quite got them right and need to keep working on them. Most of the challenge is just in fighting the pixels, and getting the look right in such low levels of fidelity.


With the characters just about right, I block in my sky and backdrop. Getting this in place sets me up to decide the composition of the rest of the foreground elements that I know I need to have. There's no secret to this, really, just working from my reference images, and trying to make nice silhouettes that interact with each other in interesting ways. For example, I know I wanted to have two of the long stone spires cross each other in an interesting way, and I know I wanted to have the river dip behind the cloud before re-appearing.


With the distant composition mostly solved, I paint in the foreground elements that I know I need to have. In this case, the only essential element was the feet of a broken off statue present in this location. I block these in roughly, and try to rough out how the light is going to affect them and how they'll affect the light on the ground that they sit on.


With all of my essential elements in place, it's time to finalize the composition. This is an extra step for a mockup that I'd never do in a painting for a game, because there's no way of knowing where a character is going to be in a game. Here, though, I know Six is going to be harder to read against a light backdrop because of his white features, so I put a nice dark lump of stone behind him. I know Aliya's outfit has a warm beige for her torso and a cool blue for her headscarf, so I paint the backdrop cool to contrast against her torso and warm to contrast against her head. I also add in some framing elements like the rock in the bottom right, and try to push the lighting on the flat surfaces a little.


From this point on, it's just careful painting work, tweaking colour values, adjusting things for balance, and constantly checking my reference when adding detail to things like the ship and the buildings. Very few secrets here, just painting to the best of my ability and patience. Eventually I reach a point where I'm tired of painting detail, and any further painting is just fiddling, and I call the piece done. I then like to wait a couple of days, just to catch any stupid mistakes that I made because I was tired of working on the piece and rushing to get finished, and then it's finished for real. As soon as I show it to everybody, I notice all the mistakes, and vow to learn from these for next time.