Monday, April 13, 2015

Hello, World

I had imagined Noodles to be long finished by now, but alas, courtesy of some sidetracks that needed finishing, progress has been a bit slow lately. However, I'm very happy that at least I still enjoy working on it and last week there was some feature-creep trimming that should make for a more coherent game (and one that's finished before the end of the year I imagine).

Against better judgement I also went into polishing mode for some of the parts and completely re-did the rooftop scene. Focussing on getting the mechanics to work properly should be my main goal, I guess, but coming from a visual arts background, some tiny bits of blandness in the previous models started to really get on my nerves. The new setup should work much better :).

Also, there's more (relevant!) starstuff in the game now and some of the puzzles & hints work together much better as well. AND I've been putting in some soundFX made with BFXR, which really complements the look and feel. So all in all: Progress!

Some more screens after the jump:

Feature-creep that can stay in: some NPCs to populate the outside world.

"You can't hide from galaxies" (<--- actual in-game hint)
And why should you, with them being so pretty and all.

Still tweaking SUN's Red Giant look. Used particles to make a fiery corona and added growling burning sounds made with BFXR. 

The rooftop garden's new look. I was inspired by some of the orchid plantations I saw in Indonesia, which were covered by huge nets, so I was going for a more airy feel. The previous version seemed bulky, static, uninspired. Now, you're walking on nets and planks. I wanted to let the player see what's going on with the roots of the plant, but now I don't know if I will still keep that idea in.

:: continue>

Tuesday, March 3, 2015

Seeing in C#

Being in cocooning mode has been great for digging my teeth into Unity C#. After a handful of futile attempts at getting back into programming (not that I ever was that advanced before, but I have dabbled with GameMaker back in my PC days) and after having done artwork for two games (with Mudvark and Glitchnap), I'm finally starting to see the light, in C#. And it's awesome!

I've been working steadily on a little game idea with Unity 3D. C4D's FBX export hasn't given me any troubles as of late, so my work is easily ported to Unity and I can spend my time focussing on learning C# and on working my way through Mecanim. 'Noodles' will be small and manageable, so I can actually finish it entirely instead of slowly letting it bleed to death or discarding it, as easily happens with my personal projects; even with the simple mechanics I'm already finding plenty of programming obstacles to overcome. So in the mean time, here's some work in progress shots taken within Unity. Also, I'll be posting some work-in-progress on my twitter, from time to time.

Of course there had to be *some* flora in the game.
A view of the main level and its colliders. Very happy with the open look of the architecture.
The outside world.
Preliminary and unnecessary states-messiness in Mecanim.
Oops. Some texture swapping mistakes that actually look kinda rad.
Dreaming of the surface of the sun (enter Sunshine soundtrack cue).

:: continue>

Friday, January 2, 2015

Another New Year

On a personal note: 2014 was quite a tumultuous year over here, but in the end I think what will stick with me most are all the great, smart, empathic, interesting and caring people I’ve met or grew close with. For this year’s holidays greeting image I at first considered making an image of two people, holdings hands and watching a new night sky arrive, but after a very brief moment of insight that idea quickly fizzled out (pfew!). Because, hey – what’s wrong with having amazing friends/buddies/partners in crime instead of one loved one?

So: here’s to great friendship! May 2015 bring you guys lots of it, along with interesting new opportunities, valuable insights, crazy dancing nights and stories to tell in the years to come.

xo :)

If you’d like a wallpaper version for your desktop/iPhone/iPad: have a look over here.

There's a few notes after the jump:

Above: Wireframe screenshot of the scene. For the majority of the stars I actually used C4D's viewport object display. The spherical stars are actually omni and area lights with the sphere representing the light's falloff radii. Other shapes were made from null objects with their object display set to show a pentagon or just some splines grouped together.

I really like the pixeled look here. Why pretend this anything else but digital? Also, mixing the jagged look with a more realistic lens flare creates a nice subtle tension in the image, by allowing different materialities to speak out. The eclipsing sun feels even more like a burning light source because of the realistic way it's lens effects are rendered in relation to the pixels that don't hide their flat origins.

:: continue>

Friday, November 21, 2014


Finally, I can announce that I've been working on: Sentree, a Local Multiplayer Mobile game: with the amazing guys at Glitchnap, along with audio wizard Martin Kvale and vector connoisseur Liselore Goedhart.

If you like yelling at your blind-folded friends (and honestly, who doesn't?): this one's for you. The game will be released in 2015. More to come, very soon…!

:: continue>

Wednesday, November 12, 2014

Behind the Islands (II)

Above: Some render steps while figuring out the lighting and material for the delicious tentacles in Island Still Life No.20.

For the new Island series I made a bit more use of Cinema 4D's built-in surface and volume shaders to play with the materiality of the objects. It's been a fun search in trying to keep the work digitally stylized while at the same time allowing some of the real-world references bleed through and inform how the materials are rendered. Illustrator was used here and there; by layering its obvious vector shapes over the rendered image, the interplay between those 2D and 3D-rendered-2D shapes allows for a sense of depth without the use of fake camera blurs. I'm quite happy where the work has been going.

You can buy prints of the series at my etsy shop!

There's some more sketchy stuff after the jump.

Above: build and re-build process for Island Still Life No.13.

Above: build process for Island Still Life No.14.

Above: On the left my initial idea to make the pattern in the petals like a peacock's tail (or a chinese sponge roll) didn't make it.

Above: No. 12 and No. 17 have been lost in 3D limbo because I didn't know where to go with them, hence the gaps in the current series' Island numbers. I'm sure I will revisit them at a later point to save whatever idea I can, as I did with No. 13.

[render render render]

:: continue>

Thursday, November 6, 2014


[islands ii coming soon]

:: continue>

Wednesday, November 5, 2014


It took me ages to get this piece done for my brother's dentist office, mostly because my initial ideas for the composition didn't work out. You can see more images of the final piece on my behance profile. After the jump are some shots from the work in progress.

Above: Trees! And the initital version of the forest (the grey is just to separate the different parts of the objects, for my ease of mind). I had intended a very dense amazon-like environment, but with so many trees packed close to each other I felt that the composition fell apart and the trees together just turned into a noisy polygon mess.

The old version of the hunters looked like some sort of cartoony sjaman sculptures. Not what I was looking for in this case.

Their new iteration was based on the bodyplan of a stick insect and much more in line with the verticality of their tall tree surroundings. The antler-like head pieces reinforce their connection to the forest and make them look quite graceful. Much better!

The hunters were given rudimentary joints in their spine for twisting and bending. The arms and legs are separate objects placed in an IK hierarchy to allow for quick and simple posing. Above also a look at the cache of staff weapons, some of them reminiscent of dentists' tools.

Having a more prominent focal point helped a lot in cleaning up the composition. Above a closer look at the tooth monument. Some of the fish were placeholder and later swapped for more stylized versions.

[render render render]

:: continue>