Wildly Different Characters (Quark, Dr Nefarious, Andrew Ryan) Who Share The Same Actor: Armin Shimerman.

Wildly Different Characters (Quark, Dr Nefarious, Andrew Ryan) Who Share The Same Actor: Armin Shimerman.

Wildly different characters (Quark, Dr Nefarious, Andrew Ryan) who share the same actor: Armin Shimerman.

More Posts from Roymakes and Others

2 months ago
I've Been Called Into College To Fill In For An Animation Class. Looks Like They're Using Illustrator
I've Been Called Into College To Fill In For An Animation Class. Looks Like They're Using Illustrator
I've Been Called Into College To Fill In For An Animation Class. Looks Like They're Using Illustrator

I've been called into college to fill in for an animation class. Looks like they're using Illustrator to make art and After Effects to animate. It's pretty early on in the term, so I'll start from the basics to see what they know already. I use Inkscape for Armoured Engines (main art) and Stardust Survivors (icons).

I'm not that familiar with Illustrator; Inkscape is my vector art program of choice. I'm going to be helping out the students with their work, so I've got to familiarise myself with it. There's a few oddities; you have to use a different tool to add nodes instead of just double clicking. But it's functional so far, once I looked up a few shortcuts.

A little snowman should be easy for them to make, simple shapes for a simple character.


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2 months ago
Popped Down To Edinburgh For The MOVE Summit, A Series Of Talks On The UK Animation Industry. The Thursday

Popped down to Edinburgh for the MOVE Summit, a series of talks on the UK Animation industry. The Thursday portion began with a talk from Christopher McDonald from Framestore, showcasing the technological pre-production (or "Previs") done for movies, with Wicked Part 1 as the example.

They start by using overhead "Blocking Maps" to figure out the space of a scene, where each character is going to stand, position of objects, camera locations, field of view, etc. Then they make CG mockups of characters and locations, using concept art as a base, then animate based on the director's vision. It's sort of like the next step up from storyboards.

This helps them gauge the spacing and stage setup required to pull off practical effects ("Techvis"). For example, the scene where Glinda is sailing to the university, the camera is underwater, showing her hand beneath the water's surface. This means that for the camera to be below her, the actual prop boat needed to be several feet off the ground, something they might not have caught if they just started shooting.

"Postvis" is of course the post-production of adding all the effects together for the final shot. This was also the first time I'd heard the term "Plate", for the base shot that all the effects are later layered onto. Like a sandwich, I guess. Big thanks to Chris for that talk.


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3 months ago
Hello GameDevs! I'm Roy From Scotland, An Indie Dev Working As One Half Of Bounder Games (alongside CodingDino)!
Hello GameDevs! I'm Roy From Scotland, An Indie Dev Working As One Half Of Bounder Games (alongside CodingDino)!
Hello GameDevs! I'm Roy From Scotland, An Indie Dev Working As One Half Of Bounder Games (alongside CodingDino)!
Hello GameDevs! I'm Roy From Scotland, An Indie Dev Working As One Half Of Bounder Games (alongside CodingDino)!
Hello GameDevs! I'm Roy From Scotland, An Indie Dev Working As One Half Of Bounder Games (alongside CodingDino)!

Hello GameDevs! I'm Roy from Scotland, an indie dev working as one half of Bounder Games (alongside CodingDino)! You might have seen us at DevCom, Insomnia, and EGX Rezzed.

Currently working on three titles; "Stardust Survivors", a survivors game set in a bizarre space land, "Gobbos, Hunt!", a monster hunting card game, and "Armoured Engines", a wacky side-scrolling tower defense in the wild west!

I'll be posting some of my work here in the future, hope to see all the wonderful things people share here! <3


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2 months ago
MeaBea ๐Ÿงก๐Ÿ’™

MeaBea ๐Ÿงก๐Ÿ’™

3 months ago
Hey All! I Haven't Been Making Much Progress With Bounder Games Lately, Mostly Due To GAINFUL EMPLOYMENT

Hey all! I haven't been making much progress with Bounder Games lately, mostly due to GAINFUL EMPLOYMENT (fill-in college lecturer). But that's no excuse! Here's where we stand:

I've been reading Hideo Kojima's "The Creative Gene", a collection of reflections on the books and media that inspired him to make games like Metal Gear. In "The Moon Over the Mountain", the main character feels he has failed to capitalise on his talent and describes his unwillingness to publish imperfect material as "timid pride" and "disdainful shyness". His following quote hit me pretty hard:

"No, whether the poems are good or bad, I would not rest easy in my grave without passing these poems on to later generations, since the represent my deepest passion in life, even to the point of losing my fortune and my sanity."

It's been almost 10 years since we founded Bounder Games and began work on Armoured Engines, and that decade of shame floods through me like toxic oil. I felt like I'd let everyone down, not working hard enough or focusing on the wrong things. I have so many ideas; to build, to design, to write, to act, to create, that I'm overwhelmed by the cavernous silence of my portfolio. The more I thought upon my neglect, the more I mired myself in doubt.

That quote struck me, and I could feel what Li Zheng could feel. That need to pass on what I make. Shame is the great assassin of creativity. If I could be a fraction as confident as Kojima-san, I might be able to look at myself with pride.

For me, no more excuses. Time to Make!

1 month ago
Here's A Weird Optical Illusion I Found While Modelling: The Two Black Lines In The Center Are Completely

Here's a weird optical illusion I found while modelling: the two black lines in the center are completely straight, yet there's this bulge in the middle. :'V


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2 months ago
I Don't Really Play Hearthstone Anymore, But I've Always Loved It For The Different Ways It Portrays

I don't really play Hearthstone anymore, but I've always loved it for the different ways it portrays the World of Warcraft. I love Mean Streets of Gadgetzan so much that I wish it was a part of WoW (I'd love to make a Starcraft 2 mod inspired by it, but I'll talk about that later).

I Don't Really Play Hearthstone Anymore, But I've Always Loved It For The Different Ways It Portrays

The most recent Hearthstone trailer had two great parts. The first is this Tortollan volcano city, which looks rad as hell and has a bunch of cute turtle people. The Tortollan are fine in WoW, but they look a lot livelier in their Hearthstone art.

I Don't Really Play Hearthstone Anymore, But I've Always Loved It For The Different Ways It Portrays

Chromie pulling alternate-timeline versions of heroic characters has a vast amount of fan-theory potential. There were certain character skins in Heroes of the Storm that had different backstories, such as Thrall's "Ashwolf Chieftain" story. From what we saw in the trailer of pre-banshee Sylvanas and Lo'Gosh Varian, I'm certain they won't take that particularly wild direction, but who knows? There may be a mighty surprise.


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2 months ago

Magic Trickery! ๐Ÿ‡๐Ÿ‡๐Ÿ‡๐Ÿ‡ Oldtimer and UFOh My!

WISHLIST Magic Trickery on STEAM! Pretty please and thank you!

2 months ago
Most Recent Character For Stardust Survivors : M.R.! A Space-enthusiast Who Can Call Down Rolling, Flaming

Most recent character for Stardust Survivors : M.R.! A space-enthusiast who can call down rolling, flaming meteors. From Spaceโ„ข! These meteors can be upgraded to split into shrapnel, cause impact explosions, or leave a burn!

This makes... five characters so far. Once we've got her working in Unity, there'll be only one more to complete our first set of characters. After that, I'll be focusing on level design.


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