My brother and I have been working hard on the Atari Jaguar stuff, and new ideas, art, writting, and code, trickles into each and every project everyday. Flappy Mcfur is the first fruits of our efforts.
Obviously a Flappy Bird clone for the Atari Jaguar, this program really was just a training ground for me in C programming. It was fun getting the basic assets together, and code the various aspects of game. From menus, to score keeping, and movement of Flappy McFur. Speaking of movement, it is very rudementary, and the next version will have movement more akin to Flappy Bird.
The box art and CD art were both put together in Inkscape, with screenshots from the actual game. Currently we are not sure if we will actually be making and selling physical versions of the game, but I though it might be nice to give people who download it, the opportunity to put together something nice for it if they wish.
The Pre-Release trailer was a blast to put together. I wanted something that would build up, and then let the viewer drop, realizing it isn’t anything too amazing. I really like the way the fly around with the console came out. I haven’t used lattices in 3D animation for a long time, and they poved really effective for bending the flowing text around the various contours of the Jaguar console and controller. The footage of gameplay was captured using the Virtual Jagauar emulator, and it plays almost exactly how it does on the actual Jaguar hardware. It’s such a simple game, why wouldn’t it? Also, this video, and the next one, were both completely done in Blender, with 2D assets in the Gimp.
On another small note, Bryce noticed that out YouTube subscription counter, on the JagCorner channel, was almost to 64, and he came up with the idea for a little video to celebrate the 64th subscriber and the 64-bit glory of the Atari Jaguar. Check it out, and subscribe to our channel to keep up with other video content we will be producing in the future.
Another JagCorner video to talk about. We have kind of been all over the place with the kind of YouTube videos we would like to do. We know we will continue to do the BitJag Development Journals, and we are pretty sure we are going to keep doing the JagVirgin episodes as well.
I guess the reason why we are jumping all over the place is because we are trying to counteract all the negative coverage of the Atari Jaguar. Lets just say, this console doesn’t get the highest score on most gamer’s Hi-Score lists, but it’s unfortunate that there is so much negative for a system that has so much positive. I guess one of my personal goals with doing these JagCorner videos is to promote the great things about the system.
Moving on, what I really wanted to talk about was the opening skit for this review video. I am taking these videos as an opportunity to build a portfolio and push my visual effects skills, and I was glad to see that this shows well in this video.
Jacob and Bryce helped me come up with and execute the concept and it came together almost flawlessly. Everything was done in Blender. Modeling, Texturing, Rigging, Animation, Camera Tracking, Compositing, Editing, and Rendering of the entire video included. I love the Blender tool set, and it never seems to fail me.
The hardest part about this video was the camera tracking. There were no purposely place tracking points in the shot, and the one section I had trouble with was when I stepped out of TV Specialists back door and then the camera swings to the left, revealing the Iron Soldier. I had to manually track 20 or so frames to get the camera swing, simply because all the information in the show was too blurred to track. Other than that, the track was fairly easy, with just a few minor slides and jitters in the final result, almost noticeable. At the end of the day, the entire production was 30 man hours. I wanted to spend more time, but we set a goal to have it released by Thanksgiving.
The end card is a bit special. To achieve a more nastalgic feel, I rendered it out at 320×180 (a 16:9 resolution) and then scaled it up to 1920×1080 with no filter. This maintains the jagged edges on the polygons making it still feel like a low resolution, up-scaled to a high resolution.
Overall, the result was almost exactly how we imagined it, and I love it when that happens.
Please excuse my silence over the last few weeks, but I have been involved in some fun projects, and one of those is my brother and I have officially started our Atari Jaguar development.
Our dev name is BitJag, and we are using the JagCorner name for our YouTube videos and other media. I have mentioned in previous posts about the project that we have been working on for the Jag, but we have expanded, to three separate projects.
We often find ourselves way over our heads, when it comes to the scale of projects that we do. So the other two projects, which are nameless right now, are much smaller, but will be used to stretch our abilities considerably. Check out the Projects page at http://BitJag.com/ to see some of the details for those projects.
We also have our first development journal posted. It isn’t much, but there is some cool footage of an animated sprite character test on the Jaguar console. There is definately more to come. I have been working on some visual design concepts for the battle system, and working on story as well. We will be talking a bit about this stuff in the next dev journal entry, along with some more details about our other two projects.
My brothers and I really like video games, and we are trying to get to the point where we can bring our creative visions to life. The process of learning, building, and refining has been great for us, and it’s not as easy as some may think.
The project “Josh the Whale” started soon after trying to land another app project for another children’s story book and not getting it. We thought that kids books might be the way to get the attention of local children’s book illustrators and writers, and so we began the search for a story. We wanted a project that we could use, not only to attract clients, but to also use as a template for future projects. We also wanted it to be something that we really cared about in order to motivate ourselves to create a good finished product.
This is really the reason that we chose Josh the Whale. Originally a short illustrated story that our older brother, Aaron Thorup, wrote when he was in the third grade, we thought that it wasn’t just a good story about self-worth and perseverance, but it also had a good selling point. Whales and underwater stuff seem to go well with children, so, not only were we planning on entering the kids entertainment market, but we also had an attractive theme that should sell.
So we started. The first step was to get a solid script, based on the original story, written to base all the programming and visual aspects of the game on. The rewritten story, and the script, came together pretty fast, and with Aaron’s approval, I was able to begin on visual concept, and Bryce was able to start working with Shiva 3D (our 3D engine).
Mainly because of a lack of experience on my part, we planned to have a finished product by December. Basically, we did not take into account the learning curve Bryce would have with Shiva 3D. Bryce was picking up the new API, which was quite a bit different from what we were using for our live wallpapers. So, it turned into 6 months instead. We also had other video projects mixed into that schedule, but overall it was just the amount of learning needed that extended the schedule.
Concept work began, assets were being built, and Bryce began building code to use those assets with. Some specifics of that work can be viewed in previous posts HERE and HERE. Though progress was slow, it was steady, and from the beginning to the end of the project, there were no real stressful moments in the production. Just allot of trial and error in figuring out workflows in relation to the programming and asset creation.
Only minor changes were made to script and the original sequence of the game during production. In fact, only one scene was taken out of the game for programming reasons. Here is a really basic concept image of that scene. It had to do with the whales jumping out of the water at night, and the player helps Josh jump high enough to touch the moon.
Recording the narration was fun. Bryce and I decided that we wanted to have Aaron do the voice acting for the narration. This was a great choice because Aaron’s voice seemed to fit right inside Josh’s world, and complements the whole feeling of the book very well. This also made the project feel allot more personal to me, turning it into a family project. Jacob helped us out with the recording in a quite room over at my Grandma’s and Grandpa’s home. We used Audacity for the audio, and it all came out beautifully.
A little side note about the audio recording, most of the interactive moments of the game were conceptualized when I was preparing a script for lines that needed to be rerecorded or new lines, our second recording session. I felt that the game wasn’t quite balanced enough between the strictly narrative moments and the interactive moments of the game.
The music was done by April Thorup. She is not a professional composer, but she did a wonderful job on the music. Her playful styling fit into Josh’s world so well, and keeps the app interesting for kids. When we first started to drop the music into the app itself, the feeling of Josh’s world completely changed. Suddenly this small lonely whale had a story to tell, not only by the narrator, but by the music as well.
When it came to testing the app during the project, we usually just had one of our nieces or nephews take a peek at what we had, and payed attention to their reactions. Because of this “bug testing” we knew from the start that children responded well to the visual style and game play. And, towards the end of the project, we had an official bug testing session, that also brought back good results from children, and assured that we had a solid app structurally.
The app icon and other graphics were interesting to put together. The original thought was to stick to the same icon template and banner styles that we had used for our previous live wallpapers. As you can see from the images below, they weren’t the most impressive images to look at. But, after sifting through Google’s and Apple’s quality guide lines, we decided to redo all of the graphics for the app, creating a simpler style for the icon and banners.
For the final steps of the project, like marketing, I was put in charge. Gathering information on review websites that tailor to the audience we wanted to reach was important, and putting together a trailer and other material to show the app in action was done as well. This moment was probably the most educational for us as a company, mainly because I had never really done any marketing before, and because we have learned that hiring someone to handle the marketing is probably the best way to make sure that it is executed effectively.
One of the huge pluses to this whole project though, was the cost. I believe that the cost for a Shiva 3D license was $200, which covered porting the game to bother Android and iOS. Marketing was about $1000, but besides that there was no additional cost to the project besides our time. We used open source software for all asset creation and editing. This includes Blender, Gimp, Audacity, and Inkscape. Software that we have allot of experience with, and are all great programs.
We have only just released this app, and we have had a really good responses from reviewers, family, friends, and strangers, so far. We are proud of Josh the Whale, and so thankful for everyone that helped make it a reality. It represents our commitment to making products that we can be proud off and that others can enjoy. It represents our first step into the game development realm. And most of all, it shows that even a small whale can do great things, our goal for the future.
Sorry about no weekly sketch reviews. I have been doing allot of sketching, just haven’t taken the time to put some posts together. Maybe Friday or Saturday perhaps.
Been busy with things, looking to get Josh the Whale released, other video production projects, etc. In my free time though, I have been doing written and visual concept for mine and Bryce’s Jag game. The visual stuff is easy, it’s the writing part that is kicking me in the butt.
I would never confess to having any real skill in writing. I am hoping that these side projects, along with company projects, will give me the practice I need to change that.
So to give you a bit of an introduction to this piece, without diving into undeveloped ideas. This character is one of 6 gods that govern the world and it’s time. She is the very essence of the absence of time. The opposite of existence.
That is the idea that drove this painting, and that is all that I have so far. Maybe I will post more about these characters in future paintings. Yet again, maybe not. This is just a side project, so we will see how far it goes.
My brother Bryce and I are putting together a game for the Atari Jaguar, and I have been working on character design, game assets, and getting a story together for the project.
This piece was spontaneous, coming out a sketch session. It was also very fun to work on. I want to thank my a few of my friends, Ethan, Micheal, and April for the critique. Your help is needed and always appreciated.
One part a really enjoyed was additional programs, on top of the Gimp, to get to the final piece. You will notice that in the video, I just out to Krita and Blender. I used Krita’s mirror functions to come up with a concept for the weapons spinning around the character, and I used Blender to model, place, and light the weapon. I have used similar processes in the past, although this time felt like it was really good decision making on my part. It sped up the overall process of the painting, and I think I achieved a better result than if I had done it all in the Gimp.
There will definitely be more of about this game in the future. I have already put together some turn based battle mock-ups with sprites, and Bryce has been putting some of these assets to use with actual programs on the Jaguar. It’s awesome to see this stuff actually turn into a playable form.
Thor Media is coming up on the release of there latest project Josh the Whale. And during the last few days, I have been working on the official trailer for the app. Here it is.
It has been fun getting the last touches together for this app. One thing that has been especially interesting for me is the music. We have my sister in law putting together the music for the app, and even though she doesn’t compose professionally, she has done a fantastic job so far. Her music fits the moods that we are trying to get across in the app very well. The trailer itself came together really easy.
Most of the assets were already prepared. All the underwater scenery was practically done, because we used it in the initial concepts for the game. I had to do another animation for Josh, and do some simple compositing in the Blender video sequence editor. The only part that I had to put allot of time into was the beginning. I struggled with compositing distant water, before discovering how easy it is to add it in by using the z-buffer to create a fade between the distant water and the foreground water. Everything else was a cinch.
If you want to check out some beta screen shots of the app in action, head over to the official page HERE. We should be releasing the app in a few weeks or so, on both Android and iOS.
The holidays hit and time was placed elsewhere for about a week. My brother and I have kept busy with “Josh the Whale”, and are making good progress on that front. We are looking at a release date around January 15th. Been having fun modeling, texturing, and animating whales, but I am looking forward to finishing it, and moving on to another project.
Speaking of which. We are working with a talented story teller, Ryan Thatcher, and getting a RPG/Action Adventure game together. We have developed some good ideas for story, and for game play mechanics, and are very excited to get more involved in that project.
But in my free time, I have been looking at other planned projects, both personal and work related, in search of some room to develop concepts or just produce some art for those ideas. That is where this illustration came from. This a project that Thor Media has put on stand still for the moment, but still in the concept stage. I can’t talk too much about the project, since allot of the details aren’t concrete yet, but sharing a little of that development, visually, can’t hurt. Sorry, no video this time around, but If you haven’t taken the time to see some of my other time lapse videos, I encourage you to watch and comment on my YouTube Channel.
Josh the Whale is moving along nicely. Bryce is figuring out the new engine and we have already put together some proof of concept work. While he’s figuring out how to get this all put together in an application, I am trudging forward, getting other areas of the game designed and finished.
This is a time lapse video of the cave entrance where a few pages if the book will take place. This video is especially long because all the interface movement would be too distracting if I compressed it down to 4 minutes. So, if you don’t want to spend 20 minutes watching this video, watch for about 1 minute and then skip ahead 5 minutes, this will give you a good feel for the whole process.
As you can see, the difference between the concept art and the finished result is dramatic. And I predict that there will be more changes in the future, as we test on different platforms. This is partly because of my lack of planning, but also because plans change as you continue to consider your market and what ideas you wish to express visually within the story.
And there are also limits with polygon count amount other things. I try to avoid thinking that way when doing this kind of work, because even with restrictions you can usually get what you want out of it, if not stubble upon a few good things you wouldn’t have seen without the restrictions.
The processes that I go through to hash out these designs are simple:
Brainstorm and Sketches (What colors, what environments, visual style)
Concept art (Hardest part, because you are trying to develop a visual style and language that best fits the idea)
3D’ize the Ideas (Modeling, Texturing, Rigging, Animating, and other asset creation)
Troubleshooting (testing to make sure that the colors are sending the right visually messages, the main character sticks out enough, etc. Often the longest part of the job)
It’s allot of work, and can be very daunting when you first approach it. But as the artwork comes, the assets get animated, and those assets are placed into an interactive state, it can be very exciting and encouraging.
I will continue posting about this app, since it looks like we are still a good month away from a final product. But I do have other things lined up.
I am currently putting together a personal project video series, that should carry on for a few months. I got a few ideas in mind on things I might be able to contribute from my limited experience. And placing some of that experience into a fun video series will help keep me motivated in my work, and hopefully motivate some of you as well.