Project work and a jet-set lifestyle* is keeping me away from personal projects. But I grabbed an hour to mock something up: A little papercraft tower, tree and interested onlooker. The next steps will be to knock something up in Google’s ARCore and see if any of it works. You can’t get much more lo-poly than this.
Below is the drawing for the tower and the tree’s textures:
That is all for now.
(* = I’m animation directing on a co-pro project, I get to go on an aeroplane occasionally)
Acorn Island was a simple, hand-drawn game I ran on Twitter in October 2017 (also as part of #inktober2017). The idea was to draw something in pen and ink and then post it to Twitter where players could choose what to do / where to go next. I’m sure it’s been done before, but I wanted to make a game out of relatively simple tools such as a pen, paper and a smartphone. Maybe it’s more an ‘interactive story’ than a game. I don’t know. You decide.
It was good to be forced to invent something new everyday while attempting to carry along a story. I didn’t impose any rules on myself, beyond not being allowed to think or plan things too much. The game contains all the usual silly animals in hats, trees and pirates. I’m amazed at how much my drawing style changed over the month. I definitely wanted a looser feel by the end. Anyway, below are the 31 different images that came out of the game. Below the images is a link to the Twitter thread (where most of the posts are, but not all. It took me time to figure out that I could just keep replying to myself).
A while ago I posted a blog post talking about AR and pirates. Since then I’ve been fortunate enough to have been granted a workplace at the Brighton Fuse Box, where all sorts of artists and developers work on their AR and VR projects. I’ve spent the first couple of weeks trying to not look too bemused when people start saying technical stuff about shaders. I’ve also been figuring out what I want to do with the opportunity and it looks like Godot’s recent improved support for OpenVR has coincided nicely with me actually making something (rather than thinking about making something in-between paid work, as is usually the case).
The first milestone I’m heading for is to get a decent looking environment built using hand drawn assets. Then I’ll be looking to implement Godot’s OpenVR plugin to make a very simple virtual setting. I’m hoping I’ll be getting some collaboration on this. At this stage I have no idea if the idea will be successful, but I’ve spent a fun Friday afternoon making some assets and sticking them in the Godot Engine. Below is a very short (and a trifle dull) video of me testing texture sizes but hopefully things will get more interesting as the project continues over the next few weeks.
Why use Godot? Why not use Unity3D instead? After all, the latter is fast approaching the status of Industry Standard when it comes to game, AR and VR dev (at least it is around here). I can’t really point to a better reason than I really like Godot, it’s editor and it’s approach. I like that it’s open source and that using it doesn’t commit you to a private company’s business structure and release schedule. Of course, there are often frustrations when using relatively young, open source tools but so far it’s all good. Next time I post about this I hope it will be something more substantial.
Here’s something I made late last year. A kind of ‘hidden object’ comic. The Ramblers was drawn in pencil on Bristol board, inked with a Hunt #102 nib with Speedball Super Black India ink. Coloured on the computer. I was going to hand letter it, but lost my nerve at the last minute and did that on the computer too, I’m glad I did and I hope you like it!