Sokay Play 7 @ Downtown LA Art Walk

May 10th, 2012 by Bryson Whiteman - @sonofbryce

Here I go again with another last second post! Sokay Play 7 is tonight during the Downtown Los Angeles Art Walk. Check some photos from a previous event on our Flickr.

 

SOKAY PLAY 7
THURSDAY, MAY 10, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

Donut Get! Devlog – May 8, 2012

May 8th, 2012 by Bryson Whiteman - @sonofbryce

[repost from our TigSource DevLog]

My recent focus was finishing up some fight scene cinematics. Last time I posted, David Rod had sketched out some storyboards to help me out, here’s what that turned out like…


Storyboard by David Rodriguez

I used most of the shots from this and drew them in Illustrator, and animated them in Flash. They turned out looking like this…


Cinema artwork by myself

Now these are animated and in the game. With this major task complete, that means one less major task to think about! We’re getting super close, just a few weeks left till we’ll be wrapping up.

Also, in the last few weeks I implemented a quick ‘n dirty localization system so the game will be able to be in multiple languages.

Next on my to-dos is to finish the NPC animation in the Donut Segment.

The Art and Visual Effects of Call of Duty: MW3

April 26th, 2012 by Bryson Whiteman - @sonofbryce

The Gnomon School hosts great talks on the making of games and movies. I’ve attended a couple of these talks before and they were always more impressive than I imagined them to be. The last one I went to was one by Naughty Dog, on the subject of the making of Uncharted, and I had attened a Wall-E session before that. It was a great talk that not only covered the visual side of development, but how the game design meshed together with it.

The latest talk was covering the visual effects of Call of Duty: Modern Warfare 3. The game was developed as a joint effort between two game development studios, Infinity Ward and Sledgehammer Games.

Lighting

The first segment discussed lighting, the talk was given by Dave Blizard of Sledgehammer Games. He began his talk going over the history and significance of light.

  • Light is made up of a combination of colors.
  • Science & Religion has long given significance to light.
  • Mayan’s Yucatan Temple of Kukulkan was designed with light in mind. 2 times a year, a shadow is cast on it to bring a serpent to life along the outer walls of the temple.

He showed a slide of how a sun overhead can be a religious symbol and fascinates people because it is so unusual — showing pictures of tourists capturing the moments when the shadow is directly overhead.

He then uses this point to show how a directly overhead shadow in a game looks pretty terrible and bland.

For inspiration in lighting scenes, he would look to chiaroscuro in old paintings.

>>Continue reading post…

Donut Get! Devlog – April 19, 2012

April 19th, 2012 by Bryson Whiteman - @sonofbryce

Hey Ya’ll!

I’ve been posting a Devlog for our current game project Donut Get! for a while over at the TigSource Forums. I just posted over there and I’m doing a re-post here.

Last time I posted I was animating the cop and got super frustrated when I couldn’t test the animation and the game wouldn’t compile. After that, I finished animating the cop and the game was brought to new life.

The following are a couple examples of how the artwork for the car portion of the game was created.


I used these sketches as reference when doing the vector linework for the game.


I imported the linework into Photoshop and added some color for the final look used in game. I used textures to bring some life into the flat colors of the artwork. Simple gradient overlay makes it look fancier than it is and gives a “night-time” effect.

For the past couple weeks I’ve been animating characters for the donut portion of the game and polishing gameplay.


Shown in this animated gif are Mr. Sprinkles and Officer Brown. Mr. Sprinkles is an NPC that will hang around and grab donuts as well.

I finally implemented new elements to the gameplay. Your objective is to eat falling donuts but you now have to dodge falling debris. Now that I started getting NPC animation in, I started filling in their different behaviors (like Mr. Sprinkles eating donuts).

The story is unfolding as gaps are filled in, I look forward to finishing the animation for the remaining NPCs.

David Rodriguez is just about done animating the fighting game segment. Tonight he sketched out some storyboards for a couple cinema scenes related to that segment. I’m very excited to have his animation in the game and playable!

Till next time…

Peace!

Sokay Play 6 @ Downtown LA Art Walk

April 12th, 2012 by Bryson Whiteman - @sonofbryce

It’s that time of month again! The time when I announce our Downtown LA Art Walk show at the very last second! (right before I run a couple blocks and set everything up).

 

SOKAY PLAY 6
THURSDAY, APRIL 12, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

et tu Gamer? : Excellent Game Art Gallery!

April 5th, 2012 by Bryson Whiteman - @sonofbryce

I found a link to et tu Gamer? in the comments to a Gamasutra article about game preservation. Right away I saw that this was without a doubt a site worth bookmarking. The homepage features galleries for a select few games but the gallery section contains a comprehensive archive.

Apparently the creator is attempting to archive as much video game art as he can get ahold of. The I’ve seen so far is incredible quality and definitely worth a gander.

Check it out!

Simple Starfield with Away 3D Lite

March 27th, 2012 by Bryson Whiteman - @sonofbryce

This is a tutorial based on the simple starfield I created during the loading screen for our recently released game, Rush Hour Plus. I created it in Flash with Away 3D Lite.

This can make a good effect for flying through stars in space, cool particles for action sequences, pixies in an enchanted forest, lotta different things if you put your mind to it!

Here’s the starfield used for the loading screen for Rush Hour Plus .

View the tutorial demo here: http://blog.sokay.net/stuff/starfield/

I wanted to give a little motion to the loading screen with adding too much weight to the filesize (only like 30KB) so I opted for creating this starfield with Away 3D Lite.

Download Away 3D Lite from their repository. Their site has an old version which doesn’t include the Sprite3D class. Get it latest version here:

https://github.com/away3d/away3dlite-core-fp10

And here is the source for the main chunk of it, the StarField class:

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public class StarField extends BasicTemplate
{

private var starCount:int = 200;
private var stars:Vector.;

private var starArt:BitmapData; // in this tutorial we'll create a bitmapData from scratch

private var rotateSpeed:int = 1;
private var rotateDirection:String = "none";

public function StarField()
{
mouseChildren = false;
mouseEnabled = false;
}

override protected function onInit():void
{
trace("on init");
debug = false; // setting to false hides debug info in template class

//create bitmapData for our material, 4x4 and white! (0xffffff)
starArt = new BitmapData(4,4,false,0xFFFFFF);

// create an Away3D Material with that bitmapData, this is the image used for our particles!

//var starMaterial:BitmapMaterial = new BitmapMaterial(new starArt().bitmapData); // use this if you decide to import an asset
var starMaterial:BitmapMaterial = new BitmapMaterial(starArt);

// create a Vector array to the size of "starCount"
stars = new Vector.(starCount , true);

// start filling the Vector with Sprite3D objects!
for (var i:int = 0; i < starCount; i++) {

var star:Sprite3D = new Sprite3D();
star.material = starMaterial;
star.width = 4;
star.height = 4;

star.alignmentType = AlignmentType.VIEWPOINT; // I forgot what this does... haha! look it up!

star.x = -400 + (Math.random() * 800);
star.y = -500 + (Math.random() * 800);
star.z = -1000 + (Math.random() * (1000 + 800));

scene.addSprite(star);

stars[i] = star;
}

// offset the stars a bit to make them look pretty like!

//scene.rotationY = 0; // reverse direction
//scene.rotationY = 180; // towards screen

scene.rotationY = 160; // nice dynamic, over the shoulder angle
scene.rotationX = 10;

}

// sets the rotation to look in a certain direction

public function lookForward(): void {
scene.rotationY = 180;
scene.rotationX = 0;
}

public function lookBackward(): void {
scene.rotationY = 0;
scene.rotationX = 0;
}

public function lookLeft(): void {
scene.rotationY = -90;
scene.rotationX = 0;
}

public function lookRight(): void {
scene.rotationY = 90;
scene.rotationX = 0;
}

// set a rotation direction with the keys

public function rotateLeft() : void {
rotateDirection = "left";
}

public function rotateRight() : void {
rotateDirection = "right";
}

public function rotateUp() : void {
rotateDirection = "up";
}

public function rotateDown() : void {
rotateDirection = "down";
}
public function rotateNone() : void {
rotateDirection = "none";
}

// this onPreRender function fires every frame, thanks to our nift Away3d template file!

override protected function onPreRender():void
{

for (var i:int = 0; i < stars.length; i++) {

var star:Sprite3D = stars[i];

star.z += 20; // stars move forward on Z-axis every frame

if (star.z > 800) {
star.z = -1000; // when stars move past limit of 800, set them back to -1000 so they loop forever!
}

}

// handle rotations!
if (rotateDirection == "left") {
scene.rotationY += rotateSpeed;
} else if (rotateDirection == "right") {
scene.rotationY -= rotateSpeed;
}
if (rotateDirection == "up") {
scene.rotationX += rotateSpeed;
} else if (rotateDirection == "down") {
scene.rotationX -= rotateSpeed;
}

}

}

The class uses the Away3D BasicTemplate class, which sets up the view and basic scene super quickly. I believe there’s also a FastTemplate class, but for some reason it doesn’t work with Sprite3Ds so watch out for that! And by default the BasicTemplate has a debug function built in, so you have to switch it off. The BasicTemplate is good for setting up something quick! But I’d rather setup something myself ideally.

It creates 200 Sprite3D objects, which use a white 4×4 square of BitmapData for its texture. Those are then scattered randomly in 3D space and on each frame it pushes them forward 20 units. I added in some keyboard controls so you can mess around with it (arrows and WASD).

Download the source here:

The source can be run from an FLA (CS4 format and AS3) or you can execute it as a Flex Actionscript Project (just make sure to include the lib folder as source, and swc folder).

I hope this helps!

——–
For code styling, I’m using the CodeColorer plugin. Very nifty!

Sokay Play 5 @ Downtown LA Art Walk

March 7th, 2012 by Bryson Whiteman - @sonofbryce

We’re showing some games again this week at the Downtown Los Angeles Art Walk!

This time we’re debuting Rush Hour Plus from our Chris Rock!

SOKAY PLAY 5

THURSDAY, MARCH 8, 2012
FROM LIKE 8PM – MIDNIGHT

During the Downtown LA Art Walk

@ The Medallion
334 S. Main St Unit#334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!