Hello, world! I'm Joey Chipman, and I'm an artist. My artwork consists of a cavalcade of colorful, cartoony creations, as well as some inspired fanart of video games I enjoy. I also discuss some of the game design elements inspiring each piece. Take a look around, and if you like what you see, email me at jdchipman64@gmail.com.
"I gotta keep on chasing that dream. Though I may never find it, I'm always just behind it." ~ Long Time, Boston
Showing posts with label Building Bashers. Show all posts
Showing posts with label Building Bashers. Show all posts
Thursday, April 28, 2011
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.
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