“Hey Duggee” has won a second BAFTA award for Best Pre-School Animation. Quite right too! I believe it was “The Tadpole Badge” episode that was chosen to represent the series to the jury, which I designed. So that’s a nice start to my week. Well done to everyone who made (and continue to make) Duggee the brilliant show that it is.
Here are more details on the BAFTA website.
All images © Studio AKA
Here is a silver birch, minding it’s own business. It looks close to dropping its leaves. I made it using Blender and its ‘Sapling’ tree generator, which produces a bunch of curves for the trunk and branches (based on your inputs) and some simple planes for the leaves. I wanted to give the trunk a texture map, so I converted the trunk curves to a mesh, UV unwrapped the mesh and created the birch bark texture in Krita (as it has a nice pencil tool).
Here’s a picture of the mesh if you like that kind of thing:
Why am I making trees in Blender? I just have an idea of a little game I’d like to try out and I like the thought of using Blender and Unity3D. I’ll post up progress from time to time.
If I ever make another game it will probably have a whole mess of trees in it. It will probably be made with Blender and Unity3D. My open-source heart would choose Godot as my next game engine, but seeing that Unity3D gives you all sorts of useful stuff like tutorials, cloud build and app store integration for free… It really is a no brainer (for now). Especially if you’re a solo developer with limited resources and time.
I’ve delivered the final Pixelgrams update to the developer, and so after almost 3 years (3 years!? Game development takes time) I can start to think about implementing some of the ideas I’ve been storing in numerous doodles.
This picture is of a very quick and dirty test I did over my lunch hour when I should have been clipped into my stationary bike trainer (I’ll get on it tomorrow). I made a tree with Blender’s Sapling tree generator (that’s a birch), a v simple landscape and imported it into a Unity project. After setting up a bit repository on bitbucket, I managed to build an Android APK with Unity’s rather nifty Cloud Build service. When I have the time and energy, I’ll set the service up to also build iOS versions of the project. That stuff always takes time, and for now Android is a good testing platform.
Onwards, into the trees!
So, if I do find some time and resources to make this chicken-based platformer, what tools do I plan to use? ‘Foxtrot!’ was built by myself and Owen Bennett using Stencyl. ‘Pixelgrams’ was made by myself, Graham Spence and Ste Curran with Unity3D. So I could use Stencil or Unity. But I don’t really want to. Stencyl is a great game making tool that has a Scratch-like drag and snap interface. Unity3D is an incredibly powerful suite of tools and is always going to be a compelling choice. If I get more time to make games then I may well return to these technologies, but in the meantime I’m going down a different path.
So watch this space, but no breath holding. I’m still committed to Pixelgrams and another (secret, for now) personal project. I also have my day job to consider. So progress will be slow and most of my time at these early stages will be spent on planning.
I may even write a game design document 🙂
Hey Duggee! won the Best Pre-school series at this year’s International Emmy Awards!
I worked on both seasons as a designer, and I’m thrilled for Duggee, the squirrels and the team 🙂
After almost a year of working from my home studio, and nearly going nuts with the daily solitude followed by the chaos of kids returning home from school, I’m travelling to Brighton to work on a new TV project. I get to walk across Preston Park every morning, which is especially handsone in the cold, hard winter sun. I can’t say much about the project other than it’ll be on the BBC maybe later this year and it’s very pretty.