Voxel/Sprite mashup inspired by Robotron and Halloween. Shoot ghosts for temp points, pick up sneakers to collect the points, score big. Keyboard mouse controls on a beat. Oh also, SU Fresh made the track.
My last project has evolved into something bigger. This is a proper overhead action game with music by SU Fresh. Inspired by everything from Demon’s Souls to The Famicube, The Moon Fields hopes to be something different and something amazing. Weekly progress will be posted here, and milestones will be posted on http://themoonfields.tumblr.com/.
The first area in my #FemaleLinkJam entry is a mountain pass. There’s a bonfire to rest your character. The aesthetic is pretty for a lot of reasons, and I enjoy how simple it is. There are green trees and blue streams, but hopefully it is not as idyllic as Hyrule Field. The water will turn into rapids somewhere, and you’ll follow it to the first dungeon.
I also took a vine of a Horseknight character. He’s inspired specifically by the Blue Lynel guarding the cave by the old man in the waterfall in the original Zelda. I have a few NES memories, and that’s definitely one of them. Maybe it’s because he’s so hard in such a hard space. It looks pretty much identical to other parts of the game, but I think it was tweaked just right for 5 year old me.
These are some sprites I’ve made. I love a lot of different sprite designs from old NES to Super Brothers.
These are videogame sprites. Zelda and River City Ransom are big influences. All of this is custom, so please enjoy.
And here are art projects and promotional work for friends. A lot of my life has been drinking and partying, and we did it pretty hard. In the realm of gamedev this stuff is a little out of the ordinary, but so am I.
This is a video of a personal project of mine. It showcases a lot of sprite animation, visual design language, audio language, and tight game design. Also, smoothly animated 8 directional dog sprites is an achievement near and dear to my heart.
This is a good example of effect animation. It is easiest if you storyboard, but for small things like this I write out the phases. A smoke effect is generally two parted with a big burst and then the fadeaway. Frame 1 introduces the big burst and Frame 3 expands quickly and dissipates slowly. These are the key frames with everything else playing a supporting role.