Authoring grass using normal mapping tools1
Musculature and FF120
denrei posted in Uncategorized on November 6th, 2006
Chris is changing things around with how stuff gets from my screen to the game. Its all very wonderful. We have a meeting today where I get to hear it described in detail.
I’ve stopped working on Lithium stuff for the time being, and have started up a new character model. I can feel elements I’ve been learning from my drawing classes seeping into the work.
Also, I’ve found that working out at the gym has really helped my understanding of musculature, which is kind of odd to me - but I suppose it shouldn’t be. They have big mirrors on the walls and I pretty much stare at my arms contracting and expanding several hours a week. I was looking through some old torso/shoulder/arm models and found myself solving many of the reoccurring problems within minutes.
The rest of this post is about me playing FF12 and you can probably skip it.
I got Final Fantasy 12 the day it came out, but haven’t had time to play it too much yet. The characters and the look of the world arn’t really to my taste. I much prefer Tetsuya Nomura’s FF7 or FFX style. Last night I put in some solid time, and I’m warming up to it. The battle system is exactly that of an MMO, and I hate MMOs. The persistant world navigation/combat system setup is already something FFX should have done (imho), but I wish they could have wandered even a bit further from classic FF combat. Grandia III’s battle system was really cool, I wish they had taken some ideas from there.
Anyway, this is the first Final Fantasy game that I’ve actually bought even reasonably close to it’s release date, and its the first FF that I haven’t had all the plot points spoiled by friends before even touching the controller. I’m taking this very seriously. I went to my friend’s place to hang out Saturday afternoon. Knowing he had bought the game recently and had probably put in more time than I, I waited outside his door while I called him and demanded he save and turned off the machine so as not to spoil anything for me. The only sure way to do this is to just play the hell out of it as fast as I can. Which is what I suspect I’ll do.
Also, most of the music isn’t done by Nobuo Uematsu, and I feel very aware of this. Once I’ve completed the game and my self-enforced ban on consuming FF12 info outside of actually playing the game is lifted, I want to verify which songs he actually did and see if my suspicions are correct.
And I really wish I could play the game in Japanese. The trailer I saw at E3 had japanese voice actors, and they were splendid. While the english one’s arn’t BAD, every cutscene I end up thinking to myself “that probably worked better in the original”.
Lithium0
denrei posted in Uncategorized on October 21st, 2006
Allow me to give you a short tour of Lithium’s current capabilities. The tool operates out of a main window, which can be embedded in the interface, or free floating. There are 3 sections, one for each node type (SceneNode, BoundingVolumeNode, ScriptNode). A row of buttons at the top of the window is used to create these nodes. Their initial parent, names, positions and attribute values are based on your current selection and the values you have set in the options window. For example, if nothing is selected, the BV button will create a BV at the origin using the sizes and offsets you provided in the window. If one or more SceneNodes are selected, each SceneNode will get a BV as a child, which is positioned relative to the SceneNode. If the SceneNode has geometry under it, the BV will try to adjust it’s size to this geometry. I hope to infer as much information as possible from the user, so that using the tool can be very powerful and flexible without needing tons of random buttons and options to explicitly specify.
Here we see BV nodes created on 2 SceneNodes.
Most of my work has gone into creating a system which can reference objects from other maya files. It should be tailored to level creation type work, so these imported objects need to be instanced and copied all over the place. Again, I want the user to do very little explicit specification. The interface remains somewhat primitive, but the system works just how I want it to. Rather than typing in a string for the object you want to reference, there will be a browse menu available, a “already imported” drop down thing and the like. Adding these things is relatively simple, the hardest part is deciding how to organize the information in the window set up. I think I’d like to start working hard on a game project again, and get a bearing for how I’ll end up using Lithium. Then just add things as I want them.
This is a saved maya file called “player1.mb”.
I’m going to reference things from it into a new file.
When you import an object through Lithium, it creates a reference to the requested file (should it not already exist), and hides it away. Then, it creates an instance of the elements within the file you’ve asked for, and parent constrains them to the SceneNode that requested the import. The actual instanced geometry remains hidden away from the current scene’s hierarchy, and does nothing but display itself. The idea is that when this file gets exported to the game engine, these nodes with references on them will grab objects that have been exported from other files. So if I have a city with many buildings, and each building has a ceiling fan, I can simply create a single fan and have that fan show up in all the buildings. This saves me time, and improves game performance.
Lithium makes it very fast and easy to create stuff.
Lithium makes it very flexible and easy to change stuff.
Game worlds will be built with maya files that contain basically no geometry information. There will be small files which define a specific thing, and many of those things get referenced by the level file.
ScriptNodes aren’t concerned with their world position or visual display, so this is hidden from the user. I imagine ScriptNodes will be manipulated entirely within the Lithium window. These are very game specific, so I don’t have anything besides their interface behavior defined yet.
Madison IGDA Chapter0
denrei posted in Uncategorized on October 5th, 2006
Cookin with Lithium0
denrei posted in Uncategorized on September 18th, 2006
I’ve been making progress on my MEL level editor system. Things have been slow going for many reasons: I’m back in school now, many of my friends have returned to Madison… but more than this I’m a stinky coder. One of my strengths as a member of this team is an ability to get really consumed by a project, putting in every spare moment just because I really love what I’m doing. This current stuff is definitely interesting, edifying and worth while, but I can’t seem to get the kind of momentum which I usually depend on to allow me to work quickly. Never the less, my progress has been consistent. I’ve got a simple GUI with little icons and such to execute what I’ve written so far. The automated process of importing and cataloging external files is complete, with a small particular problem I have yet to resolve.
Most of my time is spent exploring and testing many different ways of approaching the same task, to find the one which is most suitable. Maya is extremely open ended and forgiving in terms of allowing you to tackle a problem however you are most comfortable. This is excellent when you just want to automate a single task (which is how I’m used to using MEL). However, when your system gets deeper, it becomes imperative to do things in ways which are more or less harmonious with Maya’s core design philosophies. By this I mean storing particular types of information in the ways Maya likes it to be stored, organizing things how Maya likes things to be organized. MEL has tons of tools and functionality available, and its important to keep your work compatible with what already exists. I have a pretty solid idea of what I want to end up with, which has been very helpful for planning how things should work now.
As I mentioned, this work is edifying and an important step, but I am already very much itching to get back to just modeling and making stuff.
Oh, I named the system “Lithium”. I hope nothing similar is already named that. A few quick google searches suggest not. Wikipedia explains that lithium can be used to fight mania, depression and bipolar disorder (I’ll mention here that I personally have strong problems with any kind of mind/mood altering supplement such as anti-psychotics in all but the most extreme cases). It can be a component in channeling/harnessing large amounts of power, as in lithium batteries or thermonuclear weaponry. It is also a catalyst for chemical reactions.
Lithium does not create simplicity out of complexity, but offers a different way of experiencing complexity which is easier for a mind to deal with. When given the proper situation it can take silent, dorment forces and empower them to many times their original potential. This is all rather dramatic for a couple of amature MEL scripts, but with Maya as my katamari, I intend to keep it rolling and growing as my tools change, and will eventually collect all the elements of my workflow.
SN Reorganized0
denrei posted in Uncategorized on August 25th, 2006
With everyone in such close proximity now, I had thought that things like meetings wouldn’t have to be scheduled and things would more or less organize themselves when they needed to happen. But this doesn’t seem to be how things will work. The “problem” is that we operate as a group of friends first, and an elite team of independent game makers second. I tend to be overly pushy in terms of my expectations of others at times, and I’m trying to be very aware of this - but at the same time it will take some discipline to get anything done.
Chris is fortunate to have an interesting and stimulating full time day job. Unfortunately for the team, this is eating up the bulk of his coding energies. This last week or so, the team is been feeling out adjustments to the working style that our new living arrangements demand.
Maybe this makes it sound like there are all kinds of problems, but in the big picture things are definitely cool.
Part of the plan is that Tony will be taking over the bulk of the actual code generation “monkey work”, and Chris’ time will be more focused on design decisions. This solves the problem of Chris being over worked as well as making Tony more involved and capable with the game engine we are developing (which Chris authored). Additionally, I’ve started looking deeper into MEL (Maya’s scripting language) so that I can take the load of tool creation. This too is a good arrangement for multiple reasons. I have the best understanding of what Maya is already capable of, and how it can be practiced most effectively. While writing MEL is a “coding” task - it really belongs in the realm of asset creation. We’ve got Gavin running through the tutorials Maya provides, so that he can help out in the near future with simpler asset related tasks. I’d be interested to see a blog post of his thoughts as he learns the system.
My first MEL task will be to create a referencing system, so that I can build a level in which I can place objects made elsewhere. I’ve got a few ideas I’m excited about, but I’ll save that for another post once things get more cleanly laid out.
Ordered 2 books from amazon,
- 1 of: Complete Maya Programming: An Extensive Guide to MEL and C++ API (The Morgan Kaufmann Series in Computer Graphics)
- 1 of: Complete Maya Programming, Vol. II: An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling (Morgan Kaufmann Series in Computer Graphics and Geom
I’ve been able to finish the section on MEL in the first book, and it’s pretty thorough. Might have liked more examples. The API stuff is a bit over my head, I haven’t touched C++ for something like 2 years now, but I’m definitely interested to explore that sometime if it looks like it could be useful.
PubCrawl has been sitting around waiting for Internet. Should be able to post that tonight or something. I had a pretty clear idea of the type of game I wanted to represent in the milestone, and I think it comes through in the game play to some degree. I hope you have some fun with it.
Lemon -> Lemonade is how denrei rolls0
denrei posted in Uncategorized on August 8th, 2006
Its an unforgiving life for a refugee here in Madison WI. Its been over a week since flooding forced my entire apartment complex to relocate, and it looks like move out day will over take being allowed back in. It seems that our underground basement/garage became completely filled with water to chest/neck level, floating the cars it housed. The result was in the form of a damaged, hazardous transformer and a pool of filth and gasoline. My roommate: “Fun half day of helping cute girls in sports bras push their cars out of the garage turned into shitty half month of homelessness”. My beloved roommates, bless their little hearts, didn’t clean out their fridge when the power initially went out, opting to save that task for about 5 days later, after spending the weekend away. (I have my own mini-fridge where I keep my stuff ((I love you Mom, Dad)) which was cleaned out in a responsible and timely manner.)
But, as I’ve been instant messaging to concerned onlookers, lemon -> lemonade is how denrei rolls.
I’ve been taking daily showers in the University Gyms available to students here, and used this opportunity to start working out. This means I’ve had to up my diet from a single chipotle burrito every day to a burrito and a large tuna sandwich. Also, I drink far more milk than I’m comfortable with, which is bought from a nearby convenience store at a price much higher than I’m comfortable with, at a time much closer to the expiration date than I’m comfortable with.
All of this means that I’ve spent a huge amount of time in the UPL and PubCrawl has been coming together brilliantly. Tony and I have been working most our waking hours on it. Our time is split between describing to one another of how great the systems/we are, and making an interesting/productive test. Its a little heart breaking to have these models that I’ve invested so much effort into to make normal mapped shlopped in here with bland maps, but its also great to see them in the engine in any form.
Please keep in mind as you play these milestone tests (crossblast, pubcrawl, whatever we do next) we definitely do NOT consider these complete upon release and hardly “games” at all - they are short term tools meant to hone our skills and technology for games to come, and we’re excited to share what we’ve done with people who happen to be interested.
P.S. for those of you who tried crossblast and it didn’t run - please do give this one a try. If it doesn’t work, it would be very helpful to us to get a comment letting us know. Part of the purpose of distributing these is to reveal various machine-specific problems. Our QA department consists of my roommate’s dell laptop and Tony’s girlfriend’s desktop.
Building the Pub0
denrei posted in Uncategorized on July 31st, 2006
CrossBlast0
denrei posted in Uncategorized on July 20th, 2006
When CrossBlast was first conceived, stolennotebook looked like this:
In creating the original CrossBlast, we got so far as to take photos of everyone with various expressions to paste on the player controlled puck, and commission our then scripting language creator Matt Hammer to compose a song. However, due to various circumstances which I can’t remember, this version of the game would never come to existance. These photos and the mp3 drifted around hard drive to hard drive waiting patiently for their time to come. These elements have not been altered at all from their original state.
Though they are no longer with us, memories of Matt Hammer and Nate Griswold are very much cherished here at stolennotebook. This is our tribute to their proud legacy. Mick Beaver, you are next.
CrossBlast features advanced proceedural animation, a camera system driven by other objects in the scene, the latest in ambient lighting technologies, a menu system, point scorring, game winning and many other elements which we hadn’t thought could make it into the release when we drew up our whiteboard plan some 28 hours ago.
So choose a side, crank up Cross-Blast-Face-Off.mp3 in your favorite mp3 player and brace yourself for the struggle of a lifetime.
Secret Games are best made using TextureMaker0
denrei posted in Uncategorized on July 18th, 2006
I’ve been doing a lot of texture work lately, using exclusively photoshop and my digital camera. Its a little frustrating to use photoshop for these tileable textures… you really have to go out of your way to make the layer styles (I so recently came to love) tile.
In a moment of weakness, I googled for a low cost tileable texture maker and found TextureMaker. I downloaded the demo and was presented with an unfamiliar and off putting set of icons. I mashed a bunch of them, and something cool came out. It was like, worn shingles. And it was perfectly tiled! It saves me the “putsing to get it perfectly tiled” phase, and cost no more than a trip to your local game store. Still, you can’t get polished results using TextureMaker alone, so I doubt that I’ll ever make a texture which doesn’t pass through photoshop at some stage.
The original idea for the current milestone was to distribute the current version of Outland. It doesn’t seem like such a good idea now, because what we have is very infrastructural. So we decided to put togeather a small, alternative environment to test what we’ve got now. In order to not get sidetracked and waste time, we put a 24 hour cap on the project. So we’ve got until midnight on the 19th to create everything and polish it, then another 24 hours to make it avalible for you to download and enjoy.
Art School0
denrei posted in Uncategorized on July 13th, 2006
I finished my summer sculpture class today. This second project went very well (I’ve mentioned before that the first one stunk). While it might have been frustrating at the time, I do feel like I’ve learned quite a bit from this class and the other fine art classes I’ve taken so far. “Digital artists” like myself often think of fine art as a waste of time, that we are above or at least aside from it. And I still think this. But in being forced to buckle down and work in common artist terms, and be critiqued by their standards - I’ve sort of expanded my appreciation for what they are trying to do - and where they might have strengths I lack.
Everything I work with digitally is very complex. Not referencing the technology of it, or the math or huge learning curve of the tools. The nature of the art I am creating has many limitations and requirements. My job is to make pieces which are, if not “realistic”, certainly convincing, representational presentations. I cannot really call them “compositions” because I really have little guarantee on the details of how the audience member will experience them (its built as a dynamic, interactive experience). So I’m always working within the “stylistically realistic representational” realm, within an unpredictable environment. This unpredictability exists everywhere - how the character will be rendered, what graphical settings is the player set on, what level is he in, which frame of which animation, has the player seen them before… Also, there is a story which needs to remain coherant to the visuals. The model has to actually represent a character in the progression of the game (go figure). So this is what I mean when I say game art is “complex”.
In this art class I was specifically told not to make my work iconic or representational. It had to operate completely on abstract form. Again, my personal feeling is that no hunk of nonsensical plaster can be as cool as a convincing character. But in having to narrow my tool set down to the most basic visual elements, (and introduce the awkward limitations of actual physical objects) I was forced to really come up with a brand new way of thinking creatively which I had never thoroughly tapped into before.
A concrete example of what I mean. If the character I’m working on looks odd to me for some reason, my natural progression would be along the lines of “What cloths is he wearing? Should they be more futuristic? Is his body defined properly? Do his gloves make him look more like a ninja or a pilot?” when perhaps I should be simply asking things like “Is this balanced? How do the forms here and there relate? Which elements here are dominant?”. I mean, I’ll never explicitly think those things. But I think my eye will be keen to it.
To mention the game, my work has remained in the world scene. Its definately improving, but I’d really like to see it in game soon, with in game lighting and such. That would help… 0_o
Specular Maps and UVs0
denrei posted in Uncategorized on July 11th, 2006
Been doing a lot of texture work lately. My true focus is on improving the world scene. I’m really not at all satisfied with how things look now, and I think the current textures are contributing to that. Other issues could be how the heightmap geometry relates to the buildings, and the level of definition in the building meshes. I mentioned in a previous post my concerns about balancing distribution of detail among the different maps on a surface. I’ve been looking at textures from recent games I own, and reading what I can find on the topic…
A tutorial on creating a specular map for Quake 4 was helpful. They suggest putting extra highlight around the rims, thinking about how the light rolls accross the object.
When looking through the textures from Quake 4, I was suprised to see height maps included for many of the surfaces. It turns out that when the level loads, Doom just turns these into normal maps and can combine them with other already existing normal maps. Apparently they do this because it allows for an “easier workflow”. Which makes some sense to me. Doing it this way means that all the normal maps can be assumed to be 100% machine rendered. Any “by hand” normal mapping can be added in using the height maps. Still, you’d think they might want to combine these before release in the interest of load times.
Another thing I’m not completely satisfied with is how the world geometry has it’s UVs defined. When working with game worlds, its important to keep a consistent scale on all the textures, so you don’t get patches with lots of detail and others with very little. Its very noticable if this is not the case. At the moment, I have a script which generates the UVs and puts them in a consistent scale.
string $arry[] = `ls -sl`;
for ($k in $arry) {
string $TargetObjName;
$TargetObjName = $k;
select -r $k ;
duplicate -rr -n AlternateObject;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -jointOrient;
polyAutoProjection -ibd 0 -cm 0 -l 2 -sc 0 -o 1 -p 6 -ps 0 -ch 1;
ConvertSelectionToUVs;
polyEditUV -pu 0 -pv 0 -su 0.01 -sv 0.01 ;
polyTransfer -uv 1 -ao AlternateObject $TargetObjName;
delete AlternateObject;
select -cl ;
}
I’m kind of horrible at programming/scripting. The idea here is to use an automatic projection to lay out the faces consistently, without letting it scale the peices. Because polyAutoProjection doesn’t consider the transformations on an object (in the parent or on the transform node) I create a temporary duplicate which gets parented to the world and frozen, then project on this new object, then copy the UVs back to the original object. Right now, if I move any of the verts on an object, I’ll need to rerun this script on that object. So any modifications to the UVs by hand after the script is run have to be considered disposable. I need a solution which can lay out the UVs for all objects in a consistent way like this, but I would like my by-hand modifications to somehow persist through modifications to the verts.
I also gave our music guy a call yesterday, and asked him how he felt about using some of his already existing work (which he had initially written for a different project of ours) for Outland Inc. Our music guy is one of my good friends from my hometown, Ann Arbor MI. He responded very positively. I’m excited to look through his stuff with him, and discuss what would work where.
Layer Styles0
denrei posted in Uncategorized on July 5th, 2006
Having learned quite a bit from doing the planet and logo, I decided to try going back to some of my textures for the town. The biggest thing I’ve taken away is the power of layer styles (ie. when you double click on a layer and it brings up that little window with 1000 cryptic options…). I had known of them before, but thought they were mostly for doing noobish winamp skins and such.
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This is based off a file I had been working on eariler, and was really not turning out. The picture on the left is without layer styling and on the right two have it turned on. The bread and butter are the “shadow” and “glow” options, and doing some fancy things with the quality contour curves (by that I mean choosing a non default one). I’ve used drop shadow to highlight the nooks and crannies. The curved line things are actually a single color, but by setting the quality contour curve to look like “/\/\” two hills, you get new and distinct lines, the color of which you can set. Also, for the glow options, I’ve set some noise, giving a bit of grain. The vertically curved lines still dont look good. Its too dense at the moment and could probably use a bit more blending into the wood below.
One “unknown” for me is how much detail to put into the color map, and how much to rely on other in-engine shading. Our engine supports normal and specularity maps at the moment. For example, here there are horizontal nooks (and crannies) which I’ve colored darkly, and highlighted with yellowishness. Should I instead leave the darkening completely to the normal map and the highlighting to the specularity map? I feel like I should leave at least a little bit of that information in the color map, from past experimentation. If you were to shine a light directly onto the surface (eliminating any direct shadows) the nooks would still be darker, even though the wood there has the same value as everywhere else. Is this what “occlusion maps” are for…? I guess I’ll just have to wait to get a more complete toolset from Chris (which is coming along very well) so I can just see how it looks and work intuitively.
I’m so good at renting movies. Since coming to school here in Madison, I tend to rent only when I’m not hanging out with anyone, so my picks are 100% my own taste. and I’m always rediculously satisfied with what I get. This time I got a whopping 4 titles: Ninja Scroll, Appleseed, Love Actually and Memoirs of a Geisha. Ninja Scroll I’d seen many years ago, so thats kind of cheating. And its really violent. My project in sculpture class turned out horribly. Been spending all my creative energy here, I guess. Whatever.
Height Map Pics0
denrei posted in Uncategorized on July 1st, 2006
What you are looking at is not geometry, but Maya’s (very lame) HeightFeild node. It takes in a greyscale texture and makes a fake mesh which can be used to preview the displacement for when you apply it to real geometry. Once I’m ready to make the map, I’ll break up a plane into tiles (this is 15×15 tiles, Outland only uses 9×5 for game play). Then, displace all the tiles at once (the tiles will inherit their UV space from the original plane). Because I’ll do all subdividing before hand, they will match up with one another perfectly. One problem with this is that the vertex normals between tiles won’t match up, and there will be a nasty seam. I’ll have to talk to Chris about a solution. Maybe someday, these maps will be generated at load time, then I won’t have to fuss with all this nonsense (0_o) but for now…
Logos and Height Maps0
denrei posted in Uncategorized on July 1st, 2006
I’ve put a good amount of time into the logo for our current project. Using this excellent tutorial by dinyctis as a starting point, I took a stab at creating what Chris had described at the end of our 2.5 hour meeting.

Situations like this are always kind of tough for me. We all came up with the name togeather, and the team has a feel in mind for what it should end up looking like. Sometimes that causes me to get in ruts, trying to guess and prod at exactly what everyone has in mind so I can deliver on it. I don’t address things creatively, I just guess at what people are thinking - which doesn’t produce the best results. I think this comes more from the respect that I have for my team, than any fear of inadeqacy in myself. Things like logos represent our group as a whole, it seems improper for me to just duck into my room and make it up. I think I’m getting better at handling this sort of thing though, I’m pretty happy with how the planet turned out anyway.
Looking through the tutorial, you’d think coming up with the planet would have been simple, but it was actually a little tough. The textures I had been using for the planets surface really weren’t working out as I had hoped they would. The texture dinyctis has is quite excellent for the task. But after a few failures, I got one that seemed to work quite well. My hope was that the planet would have the feel of the old west - like its harsh and undeveloped but at the same time it has potential for someone whos willing to sweat for it. I was even able to get different areas of the planet to show different climates. One side looks more harsh and hot, the other is more green and blue. I just did it becuase I thought it looked more interesting, but Chris suggested that “Maybe it’s a planet with an orbit that has one side facing an intense sun” which is a cool explination for it. Maybe the planet like, rotates very slowly so theres always vegetation on the back side which gets burned up as the planet rotates into the sun, then regrows when it enters the shadow again. I feel like I saw that in a movie or in a book or something. Ray Bradbury? Is that how it worked in Pitch Black? I think I had a dream with this in it…. if someone starts reading these posts and knows where this idea comes from please post.
I feel like doing this logo has also given me a strengthened sense of direction in terms of the look of the game world. Making world textures will be easier keeping this planet picture in mind. So far, things have been kind of disjointed in terms of like, realism vs stylized design. This planet seems to me to have detail of a realistic rendering, but lighting and colors of a particular feel. Which I’ll try to keep coherant with the rest of the game as it continues to develop.
The other thing I’ve been doing is working with Maya and Photoshop to generate some terrain using height maps. Its a really unforgiving process, but I’m getting better and better results. What I’ve got going now is using 2 maps. 1 is the more detailed, randomish map to get nice bumps and hills where I want them, then the second one gives the more generalized changes in height. So if I want a planes vs rocky area, that is decided in the first map. Then the second map gives broader changes in elevation. The reason this is effective is mostly because I can say 10% black is where water level is on the first map. Then everything below 10% will be under the water plane. The water plane does not receive any displacement from the first map. Then (after pointing all the vertex normals streight up) I apply the second displacment to both the water and the terrain. That way, I can keep the rivers looking just how I want them. This probably makes no sense at all as I’ve discribed it here. I’ll elaborate with pictures and such once I actually see the technique succeed.
Deadline for the next milestone is Sunday night. Things are looking good.
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Hello0
denrei posted in Uncategorized on June 28th, 2006
Hello, welcome to my artist’s blog.
I do all the artwork for stolennotebook. I’m a student here at Madison WI. My studies are split between Japanese language and art. I work part time in the UW Computer Science Lab where I oversee the minor day to day issues of our information backup system. I love music and Rachael Leigh Cook.
My favorite artist is Hyung Tae Kim.
I like his balance between realism and fantasy, his extreme detail in a style which usually strives for simplicity. The only thing he adheres to is what strikes his fancy, frequently drawing from multiple time periods at once and dressing characters in completely rediculous attire. I tend to not like his female characters as much. He leans too heavily on their sex appeal. I don’t have a moral problem with super sexy characters, its just that these are unsuccessful at being sexy. If you check out some of his pencil sketches, he has some really top notch female characters there. I wish he would follow those styles more in his main work.
but I dont like his games. At all :-/. Games I do like are StarCraft (which I still play on a daily basis), Street Fighter Series, FF series (I hate actually playing them, but they’re awesome anyway), Guilty Gear, all Marios (Original Smash Bros - there are probably fewer than 30 people in the world better than me, and I play with 3 of them). I don’t play any games which arn’t multiplayer. Even in the case of FF or Mario, I don’t ever play them by myself. I like games that you can play for years and years get really good at.
I also used to play a lot of Games Workshop games.
Which are more fun than video games, in their proper setting. These games have been the strongest impact on my game design philosophies.
I think most of my posts after this one will concern the progress of the art for whatever project stolennotebook happens to be working on, and my related thoughts. And there will be pictures.