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Posted on 09.05.07 by Mike K @ 7:31 pm
Pestering works. So it’s September now. Last time I gave a *real* update was a year and a half ago. A 7+1 part blog series titled “And the Project”, where I introduced what went in to a concept I called “The Spider”. You can read it here: Part 1, Part 2, Part 3, Part 4 Well, nearly a year and a half later, as expected a lot has happened. My loyal reader might even remember the job posting I posted a copy of in January. Stories you must have, yes? I’m not ready to reveal everything today, especially not the latest stuffs. But after a year and a half, you accumulate quite a backlog. And I figure, there is much to take away from the process. So, I’m taking a few steps back, and will starting talking about what’s been going on. My apologies, but I am starting with PuffBOMB lore, and working my way forward. After all, it’s kinda important to what’s been going on. There you have it. Consider yourself teased. Filed under: Stuffing and PuffBOMB and The Spider Comments: 2 Comments |
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Posted on 02.19.07 by Mike K @ 11:02 pm
I was busy last month cutting together a trailer for… business purposes. I’ll talk more about this later. It turned out surprisingly more difficult that I had have hoped, but I found a rather unique way of pulling it together. Obviously, the secret weapon is Fraps. Trying to nab constant 60fps footage was doable, but proved tricky, due to my hard drives not being the most defragged. I don’t know how many takes later, I ended up with nearly an hour of game footage, that was cut down to a 4 minute presentation. Then I found myself in Virtual Dub, non destructively clipping my clips down to size. Did my usual thang in Audition, recording a nice, friendly, albeit rushed narrative for the presentation. But then came the real trouble. Assembling. Just about every app I tried had some huge problem. Avid, Premier, MS Movie Maker, T@B Zweistein, and a list of open source ones. If it wasn’t resolution limits, it was framerate caps, inability to read my files, etc. In the end, I found a lovely, relatively unrestricted shareware program called, can you believe it, “Video Edit Magic”! And it was. Relatively stable (I didn’t lose anything the 1 time it crashed). Simple. And only $70. It was well worth it, certainly saving my butt. Filed under: Stuffing and The Business of Things and Technobabble and PuffBOMB Comments: None |
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Posted on 01.30.07 by Mike K @ 7:28 pm
This posting has been filled. Thanks everyone. - - - - Here’s a little job posting that I’ve started to circulate. [edit] Edited, ’cause it was rather technical and mean sounding. - - - - Hi there, We’re looking for a skilled 2D illustrator or animator for a 2 month contract, to start some time in February. The work can be done remotely. This is a full time contract, and I expect it to be on par with industry wages. We’re on schedule to finish the game by the summer. The game is being developed for High Definition and Standard Definition TV resolutions. It’s played from a side view, like a classic 2D platformer game (Super Mario Bros, etc…). Visually, we’re aiming for a strong, smooth, possibly iconic vector illustration look for the game. 2D animated characters on layered scrolling 2D scenery. Behind the scenes is a capable 3D game engine, and 2D physics engine, though we’d like the game to have a 2D animated feel. The game features scenes of cartoon violence. No gore, just something in the vein of classic Road Runner cartoons. To get an idea what the job would entail, you’ll be working with us initially to establish the background look. Then you’ll be working with the 3D modeler and level designer, designing backgrounds and foreground parts for the game, breaking them down for the 3D modeler to reproduce in our tools, and creating any textures needed to achieve the look. Then a similar process for the menus. After that, we’d like to work with you on the character, props, and get your feedback on the HUD and other things found in various parts of the game. To be able to test the game, you’re going to need a relatively modern PC running Windows XP with a relatively modern video card. Experience with Flash, ToonBoom, Blender, or any 3D experience is a plus. To start, I’d like to see portfolios, and any emphasis on background works would be beneficial. Prop, menu, and character work is a plus. You can send them to jobs@sykhronics.com. I’d prefer website links, but if you’d like to e-mail something, try not to let it exceed 10 MB. Candidates we like, we’ll be getting back to for a quote in the next couple weeks. Anyone we don’t get back to, my apologies, but we have a specific style we’re trying to nail with this game. Thanks, Mike Kasprzak Filed under: The Business of Things and PuffBOMB Comments: 3 Comments |
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Posted on 01.07.07 by Mike K @ 11:35 am
The 2nd Independent Games compilation was released back in September (25th), and that PuffBOMB game I seem to talk about all the time was included. As well, there was a set of concept art included in the package. Said art can also be seen right here. I suppose I should go find a way to acquire a copy, ’cause I’m not sure what happened to a complimentary one. And in other news… I’m adding another sentence to this post so to not screw up the formating, thanks to my overly large image. Mission accomplished. Filed under: PuffBOMB and IGF and In The Media Comments: 2 Comments |
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Posted on 07.22.06 by Mike K @ 1:26 pm
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. And here they are. 2003 Concept Art ![]() 2004 Concept Art ![]() ![]() ![]() Filed under: Scribbles and PuffBOMB Comments: 2 Comments |
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It seems I missed the memo.









