Wednesday, October 26, 2016

more works in progress!

- Need to buy more felt, possibly a different fabric alltogether
- more glue...

Friday, October 14, 2016

Turnip For What - Print and Play!


Hey everyone! Cam here; This is my final print and play game, Turnip For What.

Clicky this link to download, print, and play!

Thanks for reading!! Have fun!


Monday, October 3, 2016

Made up on the spot game thingy

Harloe and I didn't come up with a name for it; just had fun with it


Was a mashup of Betrayal at House on the Hill and Scrabble.

There were four rooms, four 'maze' walls, and speecial item spots. You picked your monsters (2-4 players), and then you scatter the tiles which contain the letters to spell either yours or the other player's monster names. (Witche, Banshe, Dragon, Demons)

The goal is simply to get a weapon, by landing on an item card, and to spell one of the other monster names so you can kill them, and escape. The first person to spell a monsters name that ISNT THEIR OWN, wins. If you spell your OWN name, you put all of your pieces back onto the board. (you still keep your weapon, which is drawn from a random pile. The different weapons are mostly just for fun.) 

You can also stop by the four rooms that are present on the map, and when you do you can pick an 'omen' card, which allows you to either: roll again, lose a turn, or steal a letter chip from someone else.  You can't enter the same room over and over until you visit a different room, to prevent someoen from just going back and forth in the same room on the board.

The card effects change based on who you're playing. EG: If you're a dragon, you get another turn if you get the skull, but if you're a banshee you lose a turn.

The game can go by really quick, as movement is 'free' (uyou can go diagonal, backwards, etc), and you move by rolling 3 3 sided dice (0-2 on the dice, totaling to a possible 6 roll). But it's surprisingly easy to get the letters to spell your own name, causing you to have to put all your pieces back.

Sunday, October 2, 2016

game test night notes ;

- solid game so far
- reduce cards (no corn; no rust-in-a-can)
- reduce grub cards possibly
-add another row/growing stage
- add extra turnip growing row (5 rows total with 5 growing stages)

- possibly come up with counter to poop card

Wednesday, September 28, 2016

PnP Theme

The theme I'm going for for my PnP is a 'farm' theme.
I wanted to experiment with a game using cards and 'growing' mechanics for the main form of the game.

You are just a farmer trying to grow your turnip crops, while another rival farmer has decided to do the same. You have to grow your turnips and get them fully grown in order to win the game, because that means you get to take your turnips to market and sell them first, and for more!

Katelyn suggested the catchphrase for the PnP be 'Turnip for what', which is what it's 100% going to be.
Other possibilities: "Grow to market, punk."
"Farm or fail." "Plant destruction for profit."

Theme statement: "To grow your way to the top, plant misfortune on your rivals."

It will have a cartoony, friendly theme, as it's going to be a rather simple game so that it's easy to learn and just play, usually several games over and over.

Rules:

Players can pick certain farmer characters that can give them bonuses, as well as negative effects. There is one 'neutral' farmer character.

Boe: Neutral Farmer. No restrictions.
Carrie Ahn: Starts with 2 grub cards, can't use animal cards!
Hope: Starts with 2 animals, can't use farm equipment!
Tarki: Starts with 2 fertilizer, can't use grub cards!
Grumpus: Starts with 2 farm equipment, can't use fertilizer!

Each player starts with four (4) plots of soil, and must get their turnips to grow into the middle of the board. Reaching the middle of the board with your turnip crop means your turnip is fully grown. The amount of tiles your turnip must grow in order to get to the end is five (5).

Two players must roll one (1) dice. Whoever gets the higher number gets to pick four (4) cards from the 'farming supplies' card pile, and also go first*. The lower number then picks their (4) cards.

* Either make it so the players have to go at the same time (EG: 3, 2 , 1, go) or whoever rolled highest first gets to go first.

Cards can range from:
Farming Equipment (Good)
Animals (Good/Bad)
Bug (Bad)
Disease (Bad)
Fertilizer (Good)

After the players have gotten their cards, turnip seed pieces, as well as their 'growing' turnip pieces, the game starts. Depending on what cards they have, the player who goes first can either: Grow their Turnip, or Impede the other player.


Growing a Turnip can consist of: Simply planting your turnips, using Farming Equipment cards, Fertilizer cards, or an Animal card.
Impeding a player can consist of: Using Bug cards, Disease cards, or an Animal card.

!!-- Some Animal cards can be used to counter a bug/disease card; But some Animal cards can be super destructive to the rival farm. --!!


Art Style References:



Cartoony, fun, bright and friendly.

Color Palette:


More yellows would also be added into here.


Wednesday, September 21, 2016

game dev; thoughts about jobs and industry junk

another post!

the interesting thing about the game industry that i've noticed, since I keep up with it as much as I can between doing all the other stuff, is that whenever someone retires or moves to a new company, people that aren't in the industry make up all kinds of conspiracy theories as to why they left

it always ranges from 'the company must be a sinking ship now', or 'the bigger company is firing people because x-game did so bad!!'

i wonder why/when fans of video game companies and stuff got so cynical and dreary and refuse to accept the fact that people get old and need to retire, or want to take a break, or move to a new front because they're burned out on x-game or franchise or whatever

i only hope that the doomsayers of various games don't squelch anybody who wants to get into the game industry with fear-mongering about how x-game/company is falling apart and its a lost cause

Tuesday, September 13, 2016

filmy talkery game art buggery

While learning various things in the GA major, I've been looking a lot into the more technical sides of things and also looking into other types of game programs used in the industry today.
I was looking a few days ago at the humble bundle game-dev sale, which was offering a lot of good stuff for 15 dollars; as well as getting tips and help with Zbrush from friends and classmates, which is always fun. On top of that, there's been lots of learning with the general use of maya and unreal, which is even better. Strangely I've found myself drawing a lot more this semester along the lines of being a GA major, which is nice, as well as picking apart games and movies more so than I do normally.

As far as film language goes, I still don't really understand a huge amount of the language used, as I usually understand certain uses and ways as to why something is done a certain way, without putting a specific name to it. It's just something I understand. No, I don't know how, I just do.

It reminds me a lot of the Film and Narrative class, which was fun for me, so it's a nice refresher in the world of picking apart various forms of entertainment. I can only hope I will eventually be able to build cool games that can be torn apart for analysis.

Wednesday, August 31, 2016

Magic Realm (Light 30)



Howdy everyone!

Magic Realm (Light 30)
The game I chose for this assignment is a shortened, single-player PnP version of a game called Magic Realm, which is, essentially, a mini version of DnD. The game consists of making your own map, character, adventures, and more. The goal of this version of Magic Realm is that it's a "Light" introductory version into the main Magic Realm game, that can be done in (supposedly) 30 minutes, or units of time. Thus, 'Light 30'.

The big, overall goal of a game is to survive for 14 'days' (21 if you want it to go longer!), and to receive treasure, gold, and followers. Again, this game is more or less a simplified version of a bigger version of this game, on top of it being playable by one person in, supposedly, 30 minutes.

The core mechanics for this game involve rolling one, sometimes two, d6 die. There is also an extensive checklist that you must use in order to keep track of abilities, npcs, monsters, combat, equipment, and more.

The 'map', with an eyeball denoting my character.
The space of the game is determined mostly by the person who wishes to play, as the map you draw is of your own creation, only bound by one rule, which is that each zone must be adjacent to two other zones. The other requirements is that there must be one village zone, where you start, two mountain zones, two cave zones, and one forest zone. There is also one large road that you must add, which must pass through every single zone.

There is a MASSIVE amount of objects and attributes that a player can have on their character, and honestly, it's very overwhelming. The rules themselves are very convoluted and hard to understand as is, as there is never really an outright stated 'start' to the game. Even with examples, trying to follow along with just starting your character sheet is ridiculously difficult. There are four 'states' that you are in as you play the game as well. The 'Birdsong Phase', which means you plan your moves for that 'day'. The 'Daylight Phase', where performing actions occur such as being blocked by denizens, monster rolls, and spawning monsters. The 'Evening Phase' which is combat with aforementioned monsters or even denizens, and lastly the 'Midnight Phase', which is when it all resets, or if it's the 14th day, the game ends.

The massive amount of items, spells, etc.
These phases are massively complicated, and on top of that, the combat makes absolutely no sense to me, personally. Merely attempting twice to understand how the combat worked was enough to make me give up trying to understand it. The instructions for these phases aren't very well organized, as well as the actual combat system being very cloudy with explanations, and poorly displayed 'guides' to assist you. To add onto the game's weird complexity, there is a 'chit' system, where you can apparently only move a certain way if you have certain chits, and they can become fatigued or wounded, which if all of your chits are wounded or fatigued, you lose. There's also a mechanic called "effort asterisk", which make a single chit cost more.
THE COMBAT..

Your only operative actions are rolling the dice, deciding where to move, and choosing certain aspects of the game should you roll the appropriate numbers. You can chose to locate, peer, or do other actions in your planning stage such as hiding (which you need to roll below 6 in order to successfully hide), moving, searching, trading, resting, hiring, and enchanting.

The Resultant actions you would want to take is the appropriate planning in order to ensure you don't lose your chits, too much gold, fame, or friendly denizens.

The biggest issue I, personally, have with the rules of this game is that they are so needlessly complicated, that it would take you days to even begin to understand how this game even remotely functions. They are slightly out of order of importance, telling you important information after you've already done something else, causing you to have to re-roll or re-write whatever it was you had to do. The diagrams offered to explain the rules of the combat system also do not make any sense, as many things in this game are denoted by shortened little versions of the names of certain things, and there is a lot of overlap between shortened versions of names.

I assume after someone managed to work out how to start the game, you would learn micromanagement skills with keeping track of all of your statuses, chits, allies, locations, gold, so on and so forth. I say assume as I still, personally, have not figured out how this game works, though that may be because I have a lot of trouble understanding very complicated pages of rules. (I'm very visually oriented.)

Chance is a huge aspect of this game, as you want to aim for having the lowest rolls possible (snake eyes is one of the best rolls you can get in the game, as well as just single ones), so there's a lot of chances that you'll simply keep failing your rolls by rolling 6's or above, end up dying, and lose the game. The chance system is about the only thing, other than picking a class for your character, that I could really understand with this game.

Sunday, August 28, 2016

Micropul;

tile game where you have to basically stack together the same ones of the right color; A little confusing but not too bad once you get into it. a very quick game for the most part, lots of options for customizing the tiles (paper, wood, etc); played online version for short while to see if we would enjoy it-- didnt enjoy it.

drawing from the 'core' in micropul is the only way to get new tiles, interesting mechanics.

Witch Hunt:

a very fun little 'hidden role' game, very well made little cards and easier to understand rules than micropul; clearly written out objectives and cards, without really confusing 'drain' mechanics. scaling of card-dealing goes up/down with amount of people, very short game but fun
after first round you can choose to become a witch or not, adding an interesting element to the game

Secret Hitler;

a lot like Witch Hunt, secret hidden role game. Couldn't actually play because while the board/cards were print/play, the rules pdf link was broken :(

Game we ended up playing: Witch Hunt
as described before its a hidden role game
general consensus is that it would be fun with a lot more different cards and more people
some cards kind of had  same-ey effect

Friday, August 26, 2016

A quick interview with Fanny Vergne.

Here's the interview I did with Fanny Vergne! A huge thank you to her for taking the time to respond to my questions.

1. What does your role usually entail in the industry?I'm currently employed as a 3D artist so my role is to create 3d models and textures to apply on them.

2. What is your usual time frame for doing a project? Does it ever feel too short, too long?It's a tricky question because I got assigned a lot of different projects.
This could go from being assigned to do just one or few textures to do an entire dungeon or raid. 
For one texture I usually take one or two days, sometimes more if it's a complicated one, like a boss floor. For one building, I can take one or two weeks regarding the complexity, and for a dungeon it can take months (4-6months).
Sometimes it does feels too short, especially at the end of the game production, because you don't have that much time to polish and you have to wrap up everything; and sometimes, after months spent on the same project it starts to feel redundant but it's always really rewarding to see players enjoying your work. Especially when it's dungeons or raids, because you can share with them literally several months of your lifetime!

3. How long have you been working as a texture artist? I've always been employed as 3d modeling artist and texture artist at the same time and I started to work at Ubisoft six years ago (2008).

4. Are you often required to step outside of the role of texture artist? Like, you have to sculpt or model something?Like I said previously, I'm kind of a hybrid and I usually ask to do modeling and texturing at the same time if it's possible because I really enjoy the full pipeline of the environment creation. Since I use Zbrush sometimes to create my textures, I'm able to use a wide variety of techniques ( 3d modeling, sculpting and painting). I always thought that what you can learn about one technique can help you learn something else in another one.

5. Do you always have fun wherever you're working?Yes ! I rarely get bored or annoyed. I'm truly passionate about art since I'm a kid and I need to create art almost in my daily basis. I think sometimes young artists can easily forget to have fun when they are creating something and focus more their attention on what they think people would like to see or how many likes they can get on social media. It took me several years to realize that what truly matters is to have fun ! If what you are making makes you truly happy, then people are going to see that in your work and you will be more willing to overcome challenges.

6. Does your role in the industry often foster creativity?Yes and I would say it's a requirement for being a happy artist if you are really passionate. I know that at the beginning of an art career we don't necessary have the luxury to choose our dream company but being creative is what is going to make you happy and become a good artist. It's important to always try to put your creativity in everything you are making, even if the game/project doesn't appeal to you at first or whatever reason.

7. Do you ever get "burned out" from working on something?Even if you are passionate sometimes you can be burned out.
Letting your brain breath (and your legs move !) is extremely important.
Without resting, your creativity usually decreases over time. Also having the possibility to come back after few hours / days on a project, gives you the opportunity to look at it with " fresh eyes" and see things that you might do differently than previously. You also have the time to mature ideas about your project during the resting time.

8. How often do you look at the work of other people in your field?Every day ! It is so important ! And not just in my field ! (Artstation, Polycount, Zbrushcentral , teammates, friends …)
I improved a lot just by looking at what other people were making. I realized that it is really important to create what I call a "mental library", because when you’re going back creating your art, your brain will remember some parts of other works that really appealed to you. It's almost unconscious but the improvement is really real. Also, don't hesitate to use references if you are out of your comfort zone, even photos !

9. Do your colleagues and peers share work and processes often with each other, or is it rather contained?
I’d say it depends of the personality that each artist has. Some people prefer to learn from tutorials or forums online and some people really like to share directly with their team mates. It usually depends how introvert or extrovert you are. But usually the industry pushes people to share their knowledge and people even propose to do classes sometimes to share their process. But ultimately, it’s something that you have to do by yourself. If you are really craving for knowledge, you will always find a way to learn more ! ( asking people, looking online, trying by yourself etc etc…)


10. Last but not least, how often do you do large, collaborative projects?If you want to work in the video game industry, you will always work on collaborative projects. Because games are exactly that : large collaborative projects.
Even if you are the only artist on the project you will have to collaborate with game designers, level designers, programmers, technical artists, sound designers, marketing etc etc ……


I hope you will find that useful. English is not my native language so don’t hesitate to correct some words or expressions if you think it would be better ! :)

Tuesday, August 23, 2016

Game Design - Presentation

https://docs.google.com/a/c.ringling.edu/presentation/d/1AlantipgTO3v3AaF96y1T3qEWePPmFnku07sN3F_ucY/edit?usp=sharing


Saturday, August 20, 2016

Thursday, August 18, 2016

Cam C - Domicile (All works in progress!)


The final submitted image for the assignment, showing all of the process between sketching, testing various lighting scenarios, and color tests.

Cam C - Domicile Assignment (Drawing 2; Freshman Year)


This is the final image of one of my final assignments for Drawing 2 with Aaron Board at Ringling. This assignment was very challenging as getting the perspective on the pipe and also the lighting was very difficult for me to understand, but I eventually got it! I spent upwards of a week on this piece alone.