I am currently in the middle of developing Phage, a Flash/AS3 game. Phage is a platformer game in which the player assumes the role of a white blood cell (leukocyte) that defends the body from invaders.
Currently only 2 levels have been created.
Control movement with the left/right keys, up key to jump/double jump, and spacebar to shoot.
*It is best to restart the game each time you play because the webhost makes the program glitchier than it normally is.*
Some changes that I plan to make in Part 2:
-fixing glitches
-enemy collision events
-Background scrolling
-etc.....
***EDIT***
I have now fixed the collision bugs. The only thing left to do is to add the mods mentioned above.
***It is also important to note that because of how GoogleSites hosts code, the game's formatting looks different than as a normal swf file. As an swf file running from Flash, the background scrolls with the screen without any white spaces, and I'm not sure how to fix the aspect ratio on the Google-hosted code so that it scrolls with the screen.
I recently created 2 fake bumpers such as what one would watch on network television.
Toon Time
The first bumper is for a fictional "Toon Time" cartoon block similar to the "Cartoon City" bumpers developed by Cartoon Network.
I created this by:
(1) made the Rubik's cube/box in Maya with polygon tools and Phong materials. I then created text in Maya and parented the text to the cube.
(2) Animated the cube and cameras.
(3) Rendered out the animation as .PNGs and imported the images into After Effects.
(4) Used the Rotobrush tool to extract the cartoon characters from the foreground
(5) Converted the layers into 3D Layers. Arranged them in 3D space
(6) Created a light layer and arranged them.
(7) Exported the footage to Premiere. Created a bass loop in Garageband and imported the track into Premiere. Exported the final file.
Nickelodeon
My second bumper was a fake Nickelodeon bumper in the style of their other bumpers.
I created it by:
(1) Created an Illustrator document and, using the brush tool, created orange spots of various sizes. I then saved it as a .PNG to conserve its transparency.
(2) Opened AE and set the background as white. Imported in the spots .png
(3) Duplicated the spots file twice. Opened the "Color Balance (HLS)" effect and altered the colors of two of the spots files (changed one from orange to purple and the other from orange to green).
(4) Converted the layers to 3D Layers
(5) Arranged the layers in front of each other
(6) Created 2 lights and arranged them
(7) Created a 2-node camera. Set keyframes and animated the camera's position on the Z-axis
(8) Exported the file to Premiere.
(9) Found a collection of Nickelodeon bumpers from the 80s and 90s. Extracted the audio of the theme song. Synched the audio with my footage in Premiere.
(10) Exported the final file.
I just recently signed up to be a Game Artist/Animator for "KleptoClockers". "KleptoClockers" is a 2D, side-scrolling platformer. It is one of the games that is being worked on this year for the UMBC Game Developer's Club.
My specific duties for the project will be creating sprites for monsters/animals, enemies and environmental assets such as trees. I will also be animating these characters.
The software that we will be using will be Flat Red Ball (game engine) and Adobe Photoshop.
Here are some of the concept sprites I created for when the game was under the working title of "Run Away RPG". The sprites had to be 128x128 pixels.
The "Science Fiction Puppet Theatre" is an animation I created in After Effects using its 3D layer feature. This technique is known as 2.5D. I achieved this effect by drawing and separating the layers in Photoshop, coloring them in Illustrator, and then cloning them in Photoshop and arranging them in 3D space in After Effects.
My inspiration for a "science fiction puppet theatre" came from my love of science fiction and especially the stories of Ray Bradbury.
The "dark carnival" motif was inspired by Bradbury's novel "Something Wicked This Way Comes".
The image of an alien landscape was taken from the stories within Bradbury's anthology, "The Martian Chronicles".
This is my second exercise with the fox rig that I downloaded. The only thing that I changed about the model is that I used a Lambert material rather than a Blinn, and I did not apply a specular map.
I recently acquired "Sculptris Alpha 6" from Pixologic and I'm having a lot of fun with it. It's not quite as powerful as Mudbox or Zbrush, but it is pretty intuitive and has some rather nice materials. In my opinion, Sculptris would be a better match for Mudbox and Zbrush if it had an improved importing system for basemeshes (specifically for Maya) and a way to export UVs from the paint feature (I couldn't find a way to do so other than baking the basemesh and painted models), and lastly, a better lighting system for renders, as evidenced in the landmass sculpture. The following was created entirely in Sculptris unless otherwise stated.
The landmass sculpture was created as a basemesh in Maya and then sculpted and painted in Sculptris.
This is a concept illustration I made as a basic guideline for the
landmass. It is nearly identical to the last land model I made which was completely created in
Maya.
Recently I made a portfolio website to showcase my demo reel, graphic art work, and resume. I designed the images in Adobe Photoshop and further worked on the code, design, and the widgets in Adobe Dreamweaver. I then uploaded the site to a server using the open-source FTP "Cyberduck".
Animated Fox
I downloaded a rigged fox model from the artist Mooses (Daniel Moos) at CreativeCrash. This was my first experience in animating with a downloaded rig.
This is a 3D model of Nightcrawler I created. I used a male basemesh from Arshlevon, created the clothes and other features in Maya, and sculpted and posed Nightcrawler in Mudbox.
This is a walk cycle using a character I created. I used this as an exercise for animating characters while keeping the character consistent and on-model.