Sorry for how seldom I've been posting of late; thesis is still chugging along, as well as a bit of table top gaming on the side. I'm trying to dial down the side-gaming these coming weeks, as I'm finding it rather exhausting. Still playing Ragnarok a bit tho...
In any case, here's a digital painting I did while feeling braindead in the labs. More to follow, I think. (Forgot to time this one, about an hour or something..?)
A blog about Technical Artist Jeremy Putnam's tech and animation as well as thoughts and ramblings about games, the game industry, League of Legends, and other related content.
Showing posts with label speed. Show all posts
Showing posts with label speed. Show all posts
Sunday, November 22, 2009
Tuesday, November 10, 2009
Wednesday, October 21, 2009
Kobolds!
So, today I procrastinated a bit: I did some website work, some scripting, and some lounging. I really need to get some momentum going on the next phase of animation, however, so I will be getting into that right after this post.
BUT, I was also thinking about a question that may seem odd at first: why are there so many humans in video games? Particularly, I've been thinking about the MMO market. I don't feel that the possibilities for style and world concept are being pushed far enough, and humans are one of the biggest limiting factors. I understand that marketability often directs these decisions, and there's evidence to support the human-PC: despite all of the unique, flavorful races in Wow (like Tauren, Orc, Gobbo, etc.), human is still the most popular (followed closely by undead and blood elves... thanks Meta [ link]).
I attribute this to humanity's status as the "non-decision," the default, the neutral. But really, defaults and neutrals are something I would hope to avoid when creating an original setting. True, you need contrast to make the bizarre seem bizarre: A monster is only as hideous as the hero is beautiful. This does not mean, however, that the world is only as interesting as your PC is boring. Would Little Big Planet have been better with Poser models standing in for the Sackboys? Sackboy is the heart of that game's charm. There are plenty of design options to create a believable PC that allows for a lot of diversity, wonder, and delicious flavor in the rest of the world.
Given a hypothetical realm where I could make any MMO I wanted, I might make something like this. Kobolds Ate My Baby! Super Deluxx Edition, coming from Dork Storm and 9th Level, is a simple, "Beer and Pretzels" style table top. Kobolds are adorable, flavorful, and rich with pre-established fantasy culture, so the world is really easy to step into. Play as a small, reptilian (or furry, depending on your view) creature trying to scavenge for supplies and food in a world much too big for you. Be selfish, stupid and fool-hearty! Die gruesomely a thousand times in the face of ridiculous odds! Doesn't that sound like fun?
I'm losing my original point. To summarize, I'd rather play something with some flavor than another cookie-cutter Knight-Valiant hero.
BUT, I was also thinking about a question that may seem odd at first: why are there so many humans in video games? Particularly, I've been thinking about the MMO market. I don't feel that the possibilities for style and world concept are being pushed far enough, and humans are one of the biggest limiting factors. I understand that marketability often directs these decisions, and there's evidence to support the human-PC: despite all of the unique, flavorful races in Wow (like Tauren, Orc, Gobbo, etc.), human is still the most popular (followed closely by undead and blood elves... thanks Meta [ link]).
I attribute this to humanity's status as the "non-decision," the default, the neutral. But really, defaults and neutrals are something I would hope to avoid when creating an original setting. True, you need contrast to make the bizarre seem bizarre: A monster is only as hideous as the hero is beautiful. This does not mean, however, that the world is only as interesting as your PC is boring. Would Little Big Planet have been better with Poser models standing in for the Sackboys? Sackboy is the heart of that game's charm. There are plenty of design options to create a believable PC that allows for a lot of diversity, wonder, and delicious flavor in the rest of the world.
Given a hypothetical realm where I could make any MMO I wanted, I might make something like this. Kobolds Ate My Baby! Super Deluxx Edition, coming from Dork Storm and 9th Level, is a simple, "Beer and Pretzels" style table top. Kobolds are adorable, flavorful, and rich with pre-established fantasy culture, so the world is really easy to step into. Play as a small, reptilian (or furry, depending on your view) creature trying to scavenge for supplies and food in a world much too big for you. Be selfish, stupid and fool-hearty! Die gruesomely a thousand times in the face of ridiculous odds! Doesn't that sound like fun?
I'm losing my original point. To summarize, I'd rather play something with some flavor than another cookie-cutter Knight-Valiant hero.
"I'm an avenger!"
Tuesday, October 20, 2009
While on the subject of my "Ecology of Water" Class...
Two hour piece illustrating a fictional angler fish, the Giant Netdevil.
Just so I'm keeping everyone informed about my various internet hideouts, you can find my professional website (portfolio, resume, demo reel, etc.) at JeremyPutnam.com. I'll be updating the gallery and reel on this site fairly frequently this year, as it's time for my serious post-grad push to get hired in the spring. :) If you work at a game company, send me an email!
You can also see a lot of my art on my deviantart account.
30 Minute Concept
Made this last week. Done with my notebook touchpad in 30 minutes while watching Planet Earth in water class:
Note: has nothing to do with water! Go Figure.
Note: has nothing to do with water! Go Figure.
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