Friday, April 29, 2011

Gardevoir Traced Intimidate


The Pokemon Gardevoir has an ability that allows her to copy the ability that her opponent has.  This allows her to combat certain threats in a rather unique way by turning their strengths against them.

In this case, Gardevoir has traced Gyarados's ability: Intimidate.  This power drops the opponent's attack power when the Pokemon who has the ability first appears on the battlefield.  Gardevoir also has the ability to learn certain electric attacks, and there is nothing a Gyarados fears more than electricity.  Therefore, a Gardevoir calling down lightning must be terrifying for a Gyarados to see.

Pokemon belong to Nintendo.

Thursday, April 28, 2011

Don't Cry, Electivire!


I'm a big fan of the Pokemon games, and I play a lot with my friends on Saturday nights.  I've gotten pretty good at battling other people, so at one point, I decided to try my hand at writing articles on the game.

This drawing is meant to coincide with the first article I actually wrote about the monster in the middle of the picture: Electivire.  He's an okay monster to use, but his purposes on a team are basically 1.) throw out a wide variety of attacks, and 2.) absorb electricity.  There are several other monsters that can do both of these jobs more effectively than Electivire can, as demonstrated by the two monsters tying his tails together.

All characters in this picture are in the Pokemon games, created by Nintendo.

Modern-Age Aladdin: The Sorcerer, Colored

A couple of pictures from the post about my version of "Jafar", only they were colored in.

I like the glare on the bottom one, but other than that, it seems a little dark, doesn't it?

Modern-Age Aladdin: The Sorcerer

Of course, what would the story of Aladdin be without the antagonist.  In the Disney movie, you know this character as "Jafar", but my interpretation of this role was nothing like "Jafar".

Christopher Lee was chosen as the inspiration for the sorcerer character, mainly due to him being the evil wizard from Peter Jackson's The Fellowship of the Ring.  Eventually, the character worked out to become this:

To juxtapose the skinny but tall Aladdin character, Evil Sorcerer Lee was made squat but with a huge head to match his ego.  As it turned out, I was having a lot more fun drawing the sorcerer than I was drawing Aladdin, so I decided to focus a bit more on him for the assignment.

Inital Pose

Model sheet: Front and side views

The Sorcerer makes his move, dramatically throwing a CD into a computer.

The sorcerer has a number of "spells" at his disposal: all of which are various computer viruses named after snakes.  (All of them were coded in "Python", BTW. :P)

Modern Age Aladdin Concepts

For the same Concept Art class that I took when I drew the cover for "Stray", we also had to pick one of a few stories that our professor had picked out and draw concept art for it.  I chose the story of Aladdin and began to draw after that.

Early concepts for Aladdin.  I started drawing him with Harrison Ford in mind (left), but as I went on, I thought that Luke Skywalker was more appropriate for the role of Aladdin than Han Solo was, so I started drawing him like Mark Hamill (right).  At this point, I didn't know where to take concept, so I just drew them in the clothing of Aladdin from the Disney movie.



Eventually, inspiration struck when I considered the genie.  As Robin Williams said, genies possess "phenomenal cosmic powers" but are trapped in "itty-bitty living spaces".  A modern-day equivalent of that could be some powerful computer program capable of hacking into anything, but he was stuck on a flash drive and couldn't be copied over very easily.  Thus, our modern-day genie was born, played by the original godfather: Marlon Brando.

Stray






This is the cover to "Stray", a game programmed by Patrick Knight and Holly Fletcher last year for a Digital Game Design course they took last year.  I attended a Concept Art class that paralleled that class, and I was assigned to draw cover art for their game.  The game involves the player walking along a path and gathering "memories" as he went.  The player was sure to die at the end of this path.  (In other words, it was like the mini web-game Passage.)

The game, as Fletcher and Knight programmed it, would change seasons as the player went on, so that became the main idea for the cover here, going from spring on the left to winter on the right, and summer and autumn in-between.  The art in the actual game was all squares, as that was the engine the professor of the Digital Game Design course allowed his students to use.  Since the game was so abstract, I chose to represent the "memories" on the cover with that purple flower, another natural symbol to go with time passing as seasons.  Not only is one planted in the spring, but the ambiguously-shaped shadow also carries one as it walks.  I tried to make the person as ambiguous as I could to allow either gender to associate with it a little better.

Building Bashers: Donut Shop









This is the basic enemy for the first level of "Building Bashers", a Donut Shop that rides on and shoots giant glass donuts.  I chose a donut shop for the basic enemy role for a very good reason: Where I come from, they are everywhere.  Seriously, if you are in a city in New England, try driving for five minutes without seeing a single Dunkin' Donuts.

Wednesday, April 27, 2011

Building Bashers: Cathedral




This is a sprite of the second planned boss of "Building Bashers", the Cathedral.  It has transformed into a scorpionlike robot that gets by on four pillars.  He can whack foes with his towering claws and unleash a special attack called the "Almighty Symphony", releasing a cloudy blast of organ music for all to hear, complete with off-key tones of the music.

Building Bashers: Skyscraper











Click on the fuzzier sprites to see them more clearly.

The sprites for the first boss of "Building Bashers".  This guy is a robotic skyscraper.  He's one of the tallest robots in the game, and his special attack is the "Human Cannonball", where he ejects his occupants as projectiles.

Building Bashers: Story Screens



Over the last few weeks, I've been involved in a project in the Game Development Club's Development Team at Worcester Polytechnic Institute.  This proect was called "Building Bashers".  The idea was that a nanobot would take over buildings, and the player would use the buildings to punch and kick other buildings that attacked you.  After defeating those buildings, however, the player could also control them.

The game was designed by Chris Chung, and he assisted with some of the coding, too. Most of the tech work was done by Andy Wolff.  Graham Leto kept the group together with scheduling, and he designed the sound for the game.  Dillon Lankenau contributed the background art for the game.

My contribution to "Building Bashers"?  I drew up many of the sprites seen in the game.  I also constructed these two screens (minus the nanobot sprite), which are currently unused screenshots detailing the story of the game.

Tuesday, April 26, 2011

Lucids


This picture depicts several characters from a cartoon idea I've had for a while. The premise is that there is a world that parallels our own, constructed of the thoughts and ideas that people had. Anybody can visit this world, the Dream Dimension, when they are asleep. However, there are people who have gained awareness when they are dreaming, and because of this awareness, they are capable of using the power of the Dream Dimension to grant themselves super powers. These people are known as "Lucids".

The characters depicted on here are some of the more prominent characters of the series.

Spiky Headed Boy = Ken Thunder: Experienced Hero
Dark-Haired Girl = Sakura Miyazaki: Newly-Reawakened Lucid
Bald Boy = Mike Anacle: Rookie Lucid
Girl with Fans = Wendy Krane: Proud Rival of Ken
Man in Glasses = Principal Drake: Runs Ken's Lucid academy
Skullhead = "Nocturne": Vengeful Nemesis of Ken
Hooded Man = Voi: Mysterious "Father"

I will add files on them as I make them.