Monday, May 28, 2012

Hadiyah Character Exploration

We've been working on our story, character relationships, and visual exploration simultaneously



I've been doing the visual development, starting with silhouette, stance, and general body build. We knew we wanted her to read as strong and capable, so I'm leaning toward a stockier build and heavier weapons. She's almost certainly a melee fighter.


Warrior Woman Beat Boards - Color


More moments, now in color:

Top: Instead of starting in the arena, the heroine first has to fight her way up an open staircase to get to the main temple.

Middle: Inside the temple, the god is lounging on his throne. Our villain, the God of the East Wind, used to share this temple with his little brother, the God of the West Wind, until the brother fell in love with the heroine, gave up his immortality to father the (now captive) son, and died. The design of the thrones, through their heights, forms, and relative states of disrepair, will help tell that story visually.

Bottom: Villain watches heroine fight extra-large lizard minion from the safety of his throne.

Monday, May 21, 2012

Warrior Woman Beat Boards




First thoughts on some moments from the game:

Top: Introduction. Mom enters arena prepared to challenge the god to rescue her captive son.

Middle: God watches from on high as his minions are released into the arena to destroy the protagonist.

Bottom: Having defeated all the minion creatures, the heroine fights the god herself in a final boss battle.

Saturday, May 19, 2012

Warrior Woman Game!


Started pre-production on a new game with a new team. We knew we wanted a story with a strong female protagonist set in a lush fantasy world. 

The game features a young male aspiring hero, Aidan, who got himself in over his head and is being held captive. You play as his strong middle-aged mother, a total bad-ass blacksmith named Hadiyah, to defeat the god-villain and rescue your son.  




First and foremost, our heroine will be reasonably dressed - no battle bikinis here. Secondly, I was drawn to a warm color palette, which suggested a hot arid environment. 



Tuesday, May 1, 2012

Goes Around - Beauty Shot


Here is a still from one of my favorite moments in the film. 

Goes Around - Final Film


Here it is! The final film.

My goal with this piece was to tell a story in which an environment prop, the carousel, was the protagonist, and to pit it against a human antagonist. I always thought of the carousel as the hero, and I wanted it to display a two-sided personality; cute and harmless at the beginning and end, yet forceful and strong when the need arose.

My secondary goal was to translate a 2D cartoony feel into 3D without losing the stylized charm.

Thursday, April 26, 2012

Tashi & Hom Graphic Novel

Tashi & Hom is a game featuring a young boy, Tashi, and his companion blob, Hom, magically hacking and slashing their way through waves of delightful, adorable, and voracious enemies.

In addition to working on the game, I also made a graphic novel version of the main characters' backstory based on the established game mythos. The graphic novel isn't technically canon anymore, but I hope you enjoy it anyway.








Character design for Tashi & Hom by Tyler Stuart. World and premise was a collective effort by Papertooth Games. I authored and created the graphic novel by fleshing out story details, writing the script, designing secondary characters, creating page layouts, and producing the final art. 


Friday, April 13, 2012

Bonbon Voyage - Title Illustration


Quick & dirty illustration for the title menu. As you may have noticed, many of these elements are embellished versions of the orthographic concept art made earlier in the process. We needed something fast, and this was a reasonable solution which still conveyed the essential character of our game. Buttons along the bottom (over the grass) let the player begin a new game, read a tutorial, see the credits, and exit. 

The character was designed and drawn by our character artist, Jacqui Sessa.

Wednesday, April 4, 2012

Tashi & Hom Game Menus


Pause menu, confirmation menu, lose screen, and win screen from Tashi & Hom, a hack-and-slash action game about a little boy and his magical companion fighting their way through waves of delightful enemies in stylized Bhutanese-inspired temples.

Sunday, March 18, 2012

Ctrl P Print



This was an exercise in conveying sound effects and intonation in a purely visual medium. If you haven't already seen Eddie Izzard's "Glorious," it is definitely worth the watch.

Sunday, February 19, 2012

Bonbon Voyage - Gingerbread House


And finally, the gingerbread house. I wanted each side of the house to be distinct so that if and when the player caught a glimpse of it from withing the labyrinth, he would have a reasonable chance of orienting himself at least in relation to the central landmark.

The production schedule was getting pretty crunchy by this point, so the orthographics aren't nearly as well noted and explained as I would have liked. Luckily, I was working closely with my modeler and texture artist, the fabulous Brandon Orden, and we were able to clear up the more ambiguous bits face-to-face.   


Saturday, February 18, 2012

Bonbon Voyage - Gates Orthographic


The next orthographic for Bonbon Voyage. 

As the player approaches the hedge maze, the first thing he finds is a large gated yard filled with tantalizing candy treats. The initial idea was to slam the gates closed behind the player, forcing him to make his way to the gingerbread house in order to escape. The further we got into game development, however, the more we realized that this step wasn't necessary - the player wanted to explore whether or not he was locked in. Closing the gates only served to frustrate those avid explorers who insistented on scouring the whole game world to illuminate every last lamppost.

Saturday, February 11, 2012

Bonbon Voyage - Hedge Orthographics



This is the first orthographic design I did for Bonbon Voyage, a game in which the player must work his way through a labyrinth of hedges and candy to reach the gingerbread house in the center. 

We knew we'd be using a ton of hedge pieces and connecting them at odd angles, so the cylindrical topiary piece served to hide the corners and create visual interest without limiting how the hedge units could fit together.

The candy cane lanterns lit up when approached by the player, helping him to recognize territory he'd already explored.

Sunday, January 29, 2012

Goes Around - Prop Design


Here are the orthographic designs I did of prop and scenery units for my film, Goes Around.


Goes Around - Concept & Color


Concept illustration and color exploration for Goes Around.


Jay W. Aplegren


Meet Jay, the antagonist of my spring film project, Goes Around. Jay's kind of a jerk. But don't worry, he's going to get what's coming to him. 




Snow Day

My quick representation of last week's weather.

Wednesday, December 14, 2011

Mo'kai Character Sheet and Still Frame


The final character sheet offers a comparison between the original concept art and the 3D model.. Below is one of my favorite frames from the film. 


Mo'kai is running a time trial through an obstacle course as a right of passage. The film opens on him navigating the final stretch of a high-tech pipe gorge.  After nearly missing his leap over a deep chasm, he crosses the finish line and struts away victorious.

While the story is short and simple, this project was mostly about pulling off an entire film by myself. Character design, world building, and design documents were prepared ahead of time from a loose prompt. Then the remaining visual development, modeling, textures, rigging, animation, rendering and compositing were crammed into a single 14-week semester. Most of the work was done in 3DS Max, textures created in Photoshop, and compositing done with After Effects.

Art Deco Box Office


This is a paint-over of the low-poly Maya model to explore color, texture, mood, and lighting.

Why I chose this scene:
1. I love art deco. 
2. With another mild Seattle winter looming large in real life, I wanted to create a space where someone could hide out from the bitter cold of a real Midwestern winter while watching the pageant of snowflakes outside.
3. I wrote a character once who lived in 1930's Iowa and dreamed of being a Hollywood starlet. This space is for her. 


After several more iterations, here's how the final render came out.

Thursday, July 28, 2011

You Must Be This Tall to Ride


With this painting, I wanted to capture a feeling I had the summer I worked at a theater on Long Beach Island in New Jersey. As a popular tourist destination, the island was chalk full of fun things to do, shops to visit, and the a beach was never more than 2 blocks away. Unfortunately, the employees had little time off to enjoy it. I tried to capture the warm romantic spirit of sunset on the boardwalk and mix it with sadness and the longing to participate in revelries beyond one's grasp.  

Old Western Hotel



When I was a kid, I used to climb around on the rooftops of our house. It wasn't enough to explore the inside, I wanted to see how all the other spaces felt, too. Maybe that's why I play 3D platformers now.

I wanted the design of this building to spark that same need to explore. As I worked out the thumbnails, I was thinking: how would I get to the roof? What configuration of interior rooms and hallways would let me get to a particular door, window, or balcony? 

I was also thinking about the building's history. The little building was originally a flat-roofed single-story shack until its owner lost it to the hotel to settle his gambling debts. At first, the hotel just used it for storage. Some time later, when the hotel needed to expand, they added another floor, expanded the balcony, and converted those spaces into rooms.

Final building specs: 9,729 polygons, 3 texture sets at 1024x1024.



Friday, July 1, 2011

1960's Living Room


I had a lot of fun playing with the light and color in this illustration, especially when it came to playing the line work off the fill colors.

I wanted the props and decor to very clearly denote the time period, in all its quirkiness, while also giving some insight into the lives and story of the room's regular inhabitants.