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.
Sunday, November 22, 2009
Tuesday, November 10, 2009
Wednesday, November 4, 2009
If I had the time...
So many things I'd theoretically love to do!
I occasionally muse about all the projects I'd like to do if I weren't already tied to thesis and other responsibilities. For example, I've always liked the idea of making my own clothing... probably baggy stuff made of brown canvas with lots of flaps and buckles.
Recently, I've been imagining how cool it would be to take a low-poly character through the full concept/ development process. Make a bunch of silhouettes, rough sketch pages, then make a character sheet with turnarounds, prop designs, etc. Maybe do some color studies, even some related environment work. Then, go ahead and model the character in Maya and do some nice texture maps. The way I see it, if presented well, such a packet would stand on its own really well for a concept/ modeling portfolio.
That being said, I'll have to finish this animation before I can begin working seriously on anything like that. I'm excited about this film, but as I said earlier this month, I've been so deep into the process for so long that I'm a bit fatigued. It's a distance race, and I need to try to stay focused.
((I might still be playing Ragnarok after labs close... shhhhhhhh.))
I occasionally muse about all the projects I'd like to do if I weren't already tied to thesis and other responsibilities. For example, I've always liked the idea of making my own clothing... probably baggy stuff made of brown canvas with lots of flaps and buckles.
Recently, I've been imagining how cool it would be to take a low-poly character through the full concept/ development process. Make a bunch of silhouettes, rough sketch pages, then make a character sheet with turnarounds, prop designs, etc. Maybe do some color studies, even some related environment work. Then, go ahead and model the character in Maya and do some nice texture maps. The way I see it, if presented well, such a packet would stand on its own really well for a concept/ modeling portfolio.
That being said, I'll have to finish this animation before I can begin working seriously on anything like that. I'm excited about this film, but as I said earlier this month, I've been so deep into the process for so long that I'm a bit fatigued. It's a distance race, and I need to try to stay focused.
((I might still be playing Ragnarok after labs close... shhhhhhhh.))
Thursday, October 29, 2009
Dear iRO: are you serious?
I have reasons to both thank Gravity and reasons to curse them. On the one hand, they made Ragnarok Online, which I regard lovingly as the first MMO I ever played. I spent many hours in Rune Midgard in high school, grinding away to level my spear-based Knight, and I look on those hours fondly. For this I thank them.
They also, however, made a free-to-play server during my senior year... this is a seriously unfortunate development.
The worst may be over, however: though I spent about 11 hours the past few days gaming rather than working (please, I know how dumb this is, no need to berate me), I may have shaken the MMO bug thanks to a design flaw! Designers take note: if your going to implement a cool new Gunslinger class in your MMO, please make sure there's more than one freaking merchant in the entire game world who sells bullets. Making low-level players glued to a lonely town miles away from anything else because it's the only place they can get supplies is remarkably ill conceived.
But again, I suppose I must give credit where it's due. Thank you, Gravity, for giving me a good reason to stop playing your game and go back to work. <3
They also, however, made a free-to-play server during my senior year... this is a seriously unfortunate development.
The worst may be over, however: though I spent about 11 hours the past few days gaming rather than working (please, I know how dumb this is, no need to berate me), I may have shaken the MMO bug thanks to a design flaw! Designers take note: if your going to implement a cool new Gunslinger class in your MMO, please make sure there's more than one freaking merchant in the entire game world who sells bullets. Making low-level players glued to a lonely town miles away from anything else because it's the only place they can get supplies is remarkably ill conceived.
But again, I suppose I must give credit where it's due. Thank you, Gravity, for giving me a good reason to stop playing your game and go back to work. <3
Monday, October 26, 2009
Biznus Cards
M'ok, tried a re-design of my business cards. I'm going for a more textured look for my self-marketing package, bit of a graffitti thing in there too... let me know any opinions you may have, fair reader(s?)
Sunday, October 25, 2009
Saturday, October 24, 2009
Demo Reel and Things
It occurred to me I might post a bit of my work here so you could see what I do. Below is the demo reel I made while applying to internships this past spring:
You can view my other work on my website. Whee.
That aside, I've been torn between thesis and revamping my portfolio the past week or two. Portfolio materials are due for a critique Wednesday, but I also must keep moving forward with my animation. I've also been trying to keep in touch with various industry contacts, hanging with my folks this weekend, and GMing a Mutants and Masterminds campaign with a large, rambunctious party of my friends. I'm running the good ol' "I was a teenage mutant" style setting. It seems most people are really enjoying it. All things considered, life is both exciting and exhausting.
You can view my other work on my website. Whee.
That aside, I've been torn between thesis and revamping my portfolio the past week or two. Portfolio materials are due for a critique Wednesday, but I also must keep moving forward with my animation. I've also been trying to keep in touch with various industry contacts, hanging with my folks this weekend, and GMing a Mutants and Masterminds campaign with a large, rambunctious party of my friends. I'm running the good ol' "I was a teenage mutant" style setting. It seems most people are really enjoying it. All things considered, life is both exciting and exhausting.
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