XenoArt: The Two Towers

So Hard for it, Honey

There's something about working your ass off that just feels satisfying.  I recently finished a large chunk of our preliminary animations that we've needed and can finally kick back and work on environment assets for a few days.

Weight-painting the Femme XMSuit onto the third-person rig.

As many of you may not know, I've always been enthralled with environment artwork in video games.  Landscapes, particularly alien landscapes, intrigue me more than any other piece of art in any game, and I've recently found myself barreling toward that route faster and faster as the months progress.  Granted, I am not good at it, at least not yet, but I hope to someday become "good" after failing at it over and over again.  I can kind of see myself getting better with each new environment asset I make, put into Xeno's test map, and then tweak.  Ideas are also coming to me easier and easier, and I attribute this accelerating creative speed to both working, and perusing the online concept art portfolios of vastly superior professional artists to myself.  If you're interested, check out artstation.com and conceptartworld.com .  With more effort and time spent studying the work of others, these veritable Gods of visual composition, one becomes more adept at first copying these ideas, and then imagining one's own ideas.

Subterranean flooded cave hallway, complete with hot-gas vent and rippling light reflection on the walls.  One of Xeno's many early in-game concept designs.

I do have to say that I cannot wait until we are able, in whatever way possible, to hire another full-time graphic artist to help me work our magic on the end-run of Xeno's development, and certainly on whatever next game idea we'll have waiting in the wings.  It is both exhilarating and overwhelming to be the only artist on a 3D game of this scope.  Granted, I do have our part-timer Zurek Jerron working on weaponry for us, and he is doing fantastic work.  But he understandably has a life and work of his own that he takes care of in between helping me out with my weapon assets.  If we could afford to have him, or anyone else who knows their way around modeling software, I'd love to be able to hire them.  Perhaps in six-month's time I'll start looking through online art portfolios for realsies and actually go through a hiring process.  But we have to generate an income for Verus first, which, as always, is the big hurdle.

With that said, I've recently had a few days to "myself," post-animation, and have used them to continue brushing up on my modeling and conceptualization abilities.  I've also been using that time to learn more about Unreal Engine 4's material and lighting functionality, and BOY is it great.  As you can see in the above photo there is an invisible "point light" placed on the rocky ceiling of the flooded hallway.  The light itself, the actual asset, has what's called a "Light Function" slot, which is essentially an empty placement for a specialized Material.

The Water_Reflection Light Function material that I've created for the water light in the flooded hallway

The Water_Reflection Light Function material that I've created for the water light in the flooded hallway

As you can see above, I put two water caustic textures (made in GIMP) into Texture Sample nodes, and attached each of them to separate Panner nodes, each with opposing co-ordinates so they overlap one another and look more realistic.  Then I add them together and Voila I have myself a Light Function material that mimics realistic water reflection onto walls.  The Light color itself gives these textures their light, so the fact that they're brown in the original textures makes no difference.

That's pretty much everything for now.  It's past time I get back to work on Xeno.  We're getting a lot done this week, and we can't wait to keep on moving forward!  Wait until you see what we have in store for the environment tweaks this weekend...!

Thanks for reading, and as always, stay tuned for more info on Xeno!

~Anthony

Improved Initiative! I go first!

SO HERE WE ARE ONCE MORE!

Sorry for the shouting, I'm just so very excited to be alive today.  And yesterday, the day before, and hopefully tomorrow.  Because we officially began development for our first FULL video game this month, and every day has been an absolute treat.

Last year was CHOCK FULL of learning experiences, and I'd like to briefly outline them here:

The Path of Verus Games

We began January 2013 with TimeGem.  Nicholas followed an XNA tutorial which was posted online, step-by-step, and I... well... I modeled things terribly and inefficiently in Blender, rendered them into 2D sprites, and slapped them into the game.  And voila.  Verus was born.  Feet-first.

What... what am I looking at...?

What... what am I looking at...?

I mean, seriously.  Look at this.  Not bad for a 6-year-old, eh?  Too bad I was 29.  It must have been the paint chips.

We screwed around with TimeGem for a few months.  Three months, if I'm not mistaken, and the above-photo is juuuust about the end product.  It was a massive achievement with a very, very steep learning curve, and it looks and plays like a handful of still-wet-but-solid-enough-to-stay-together dog turds.  I hadn't touched 3D modeling software for nearly 2 years before this, and before THAT it had been about 7 years since I'd even produced any kind of visual graphical artwork.  So I have to cut myself some slack here.  We ended up calling it quits after those three months, so we could take a few days' rest and realign our priorities with what we'd learned.

Next up was the 2-dimensional puzzle game LightMaze.  This one was easier to accomplish because it was much simpler, and surprisingly much more fun.

"Filling the void" where cells belong inside of a plant.

"Filling the void" where cells belong inside of a plant.

This project took only 1 month to accomplish, with the end result being about 10-12 increasingly difficult "levels" which also become artistically and aesthetically more complex.  It helped to get me used to navigating art software (I used, and still use, GIMP for development) as well as pacing my workflow with Nicholas's programming.  I used very, very little 3D modeling for any rendering.  Nearly everything was done in GIMP.

We moved on from LightMaze to yet another 1-month project, this time in full 3D with a first-person perspective.  One of our favorites even now, a year later, known as Calculated Risk.

Suuure you can spot the MineCraft in this pic.  But if you can spot the Diablo, THEN you'll get the cookie.

Suuure you can spot the MineCraft in this pic.  But if you can spot the Diablo, THEN you'll get the cookie.

This was our first personal "success", if I do say so myself, as it was very fun to make, visually and aurally pleasing, with tight controls.  For a couple of newbies, we were pretty pleased with ourselves and still pat each other on the back over it when we find ourselves smoking our pipes in our rocking chairs with our quilts hanging over our legs.  Calculated Risk also contained our attempt at "Edutainment," and you can see it in the photo above.  Do you see those numbers above and below the crosshair?  The numbers above it are a math calculation.  The numbers below it are three possible answers to that math problem.  Each math problem is random, and you have to select the correct answer in order to reload your weapon.  Get the problem wrong and you have 3 seconds to feel sorry for yourself while you eat fireballs from the Beholder you should have been smart enough to kill.  Idiot.

Next up: Spell Bound!  Our first and, so far, last attempt at pandering our half-baked goods to the masses!  Still available for free download on your Android device!

The Crossroads to Game Dev Hell. Be sure to collect your Scrolls and punch the guards before leaving.

The Crossroads to Game Dev Hell. Be sure to collect your Scrolls and punch the guards before leaving.

H'okay, so.  Rule number 1 in Game Development: only one person actually gives a shit how much effort your put into your game... and that person is you.  Nobody else does, and nobody else will pay you money for it if that level of effort did not ALSO craft an excellent product. With that said, Nicholas and I believed, perhaps an entire year too early, that the amount of work we put into Spell Bound was worth a 1$ download on the Google Play store.  We were sorely mistaken and were reminded of this little-known fact in reviews and private correspondence.  While we were, and still are, very elated with the amount of experiential knowledge gained from this 3-month project, we were hoping to break our chains of wage slavery far too prematurely.  We took a month off to pick up the pieces of our broken, self-entitled hearts.

And FINALLY we come to our most recent finished product which nearly rounded out the entire first year for us as fledgling game developers:  Stratewarz.

Buy four environments and get an extra Desert FREE!

Buy four environments and get an extra Desert FREE!

The quality of the graphics in Stratewarz is proportional to the amount that I absolutely hate this game.  I do believe that I have a uniquely vitriolic stance on this project, and it's a fuzzy, hazy explanation as to "why" that is.  And it's boring.  And I'll violently murder my two adorable cats if I start to think about it.  So I won't go into it.  But rest assured it has something to do with it being our first "large group" development project.  Between Spell Bound and Stratewarz we ballooned from a 2-man team, to 5 people.  There was no structural network in place to support the added talent and, well, it fell apart at the end.  The only one still holding onto his balls with one hand and finishing the project with the other, three months late and alone with mud caked on his face, was Nicholas.  With grey, hazy cataracts, and fingers bleeding from weeks of midnight coding.  God bless his little heart.

And that was the entirety of 2013, which you can choose to sift through and actually play via the "GAMES" button at the top of this page.  Again, my favorite is Calculated Risk.  And as much as I emotionally loathe Stratewarz, it is rather fun to play against a friend (you need to connect to their I.P. address for networked play).  Nicholas and myself seriously worked nearly every single day of last year on all of these projects, along with our full-time day jobs.  Even the month after Spell Bound when we weren't developing, we were reading up about the industry and technical information in our respective fields every single day.  This is just what you have to do if you want to succeed at something literally from the ground-up.  And by the looks of our current project, including the massive fundamental changes we've made to the way we handle our team and our workflow, it's paying its dividends.

A unique pre-Screenshot Saturday screen for our upcoming sci-fi Co-Op game Xeno.  Keep it secret!  Keep it safe!

A unique pre-Screenshot Saturday screen for our upcoming sci-fi Co-Op game Xeno.  Keep it secret!  Keep it safe!

I'm not going to spill any beans on our next project in this Blog, if only because Nicholas is planning a blog article specifically for it in the days to come.  But I will say that I've been waiting to make this game since about a month before we even started development on TimeGem over a year ago.  And we are finally ready.  Our team is brilliant, full of both intense ability and amazing potential, and Nicholas and myself are becoming faster, more efficient, and more adept at our respective jobs (he programs, and I... uhh... "art").  This is a great day, a great year, a great century to be alive.

I'm preeeetty much finished bothering you, but before I go I just want to give an immense shout-out to Chris Solarski at http://www.solarskistudio.com/ who fairly recently published a book called Drawing Basics and Video Game Art.  The book can be found here: http://goo.gl/BFxQBf , and is worth its weight in cans of dolphin-safe Tuna if you're even the least bit interested in how to process and produce artwork in video games (or at all, really).

Day 1, before even cracking the book.  The crap I drew on the right is pre-Solarski.

Day 1, before even cracking the book.  The crap I drew on the right is pre-Solarski.

My girlfriend was genius enough to realize that I needed a guidebook concerning artwork in video games in order to enable me to progress higher up the ladder, and this book garnered some of the best reviews on Amazon.  And now I'm passing the buck on to you, and saluting mister Solarski with this shout out.  I love you, Mr. Solarski.  Shhh.  Don't tell my girlfriend.

You mean the real world is IN THREE DIMENSIONS?! HOW COULD I HAVE NOT SEEN THIS BEFORE?!

You mean the real world is IN THREE DIMENSIONS?! HOW COULD I HAVE NOT SEEN THIS BEFORE?!

I began this book as just a curious reader, and while it can easily be read cover-to-cover on its own merit, I quickly realized that it could be followed somewhat closely as a lesson guide.  So I got off my laurels and cracked the book once a day, for an hour each day, and copied and memorized and copied some more.  This enabled me, surprisingly, to get comfortable drawing on paper and treating the pencil as an extension of myself.  NOTE:  I have absolutely zero% background in art.  My background is in the sciences.  YOU CAN DO THIS TOO.

Yeah, I drew this.  In just under 1.5 hours, with Solarski's help.  NO SWEAT.

Yeah, I drew this.  In just under 1.5 hours, with Solarski's help.  NO SWEAT.

You'll gradually improve without fully realizing you are, just like any skill upon which you focus your efforts.

You'll gradually improve without fully realizing you are, just like any skill upon which you focus your efforts.

You'll learn about every part of human anatomy in order to better understand the pieces of the whole.

You'll learn about every part of human anatomy in order to better understand the pieces of the whole.

Okay, there are a lot more (I took a photo after every finished day), but I'm going to save you the time right there.  This book is amazing and almost solely responsible for the increased quality that you are about to see in the coming months with Xeno's progress.

I'm not really sure how to end this as I'm still very excited to share all of the juicy tidbits about Xeno and our progress in only the past two weeks!  Buuut I'll hold off on that.  You should really get some rest anyway, you have a big day ahead of you!  Remember?  You were going to start focusing on better understanding yourself and working on your life's passion!

I mean that.

~A.