Sunday, October 11, 2015

Alternalien Planning Part 5: Extra Spicy

I've begun to work on the animations for the Temper alien.  Temper is an alien that can control the temperature of its body, either becoming a fiery ball of plasma, or a frozen popsicle.  It was originally concepted that all the aliens would be able to level up their abilities, the Temper could turn into ice, the Sumo could become weightless.  This idea, however, was scrapped early on for scope.  But the Temperature's ice form lives on as a relic from this early period of development.


The original character design and sprite were done by Jose Flores, I did the keyframes and tweens.

Saturday, October 10, 2015

Alternalien Development Part 4: The Sundering

Today I was officially demoted by the rest of the team.  I was acting like a Product Owner when I wasn't one, so I officially stripped of my title as CEO of the company.
I don't necessarily agree with this decision, because while I do admit I was acting like the PO, I wasn't warned about this.  This was a sudden demotion that completely took me off guard.  Second, I me acting as a PO doesn't equate to being a terrible CEO, Chief Executive Officer and Product Owner are two different positions, one being a product development leader and the other being the head of a company.  Both are leadership positions, but have entirely different job duties.


Other than that I worked on a thumbnail for a what a jungle level might look like.

Tuesday, September 22, 2015

Alternalien Planning Part 3: Labor Day

Although we had the day off, I continued to work on the Art Bible that I was developing.  It mostly consists of various pixel art techniques.


I also have the whole art team studying Super Mario World sprites, and replicating them so that they can get a better understanding of pixel art.

Alternalien Planning Part 2: The Cave

I decided to paint a cave background for the arctic levels.  Its purpose was to hep me estimate how long and how much effort it would take me to create a background for the level of detail the PO asked for.


I determined that this style of background was impractical for many reasons.  First, it was way too big and too time consuming.  Doing a full-sized 1000px by 640px painting took around two hours of work.  Which was too long for the amount of matte backgrounds that was asked of me.  Second, it doesn't fit the game stylistically.  The art style is very minimalist and reminiscent of Super Mario World.  The background I painted would fit more in with a King's Quest game.

Continued

Saturday, September 19, 2015

Alternalien Part 1: The Return

We've finally returned to class and begun planning our first sprint for Alternalien.  We learned about the Sprint 0 checklist, which is comprised of steps we have to take before starting Sprint 1. They were objectives like setting up pipelines in psyberfire, poker planning, and agreeing on work hours.

Over the summer, I painted concept art for Alternalien's four biomes to help the other developers get a feel for how these biomes were laid out.


Wednesday, May 20, 2015

Dope Background Music


CSG 110 Part 16: Final Retrospectives

Today is our final look back on this class and ourselves.  Overall, this has been one crazy ride.  I was voted as the new CEO after the previous one left.  We completed a demo for midterms, and were eventually chosen despite our terrible financials.



I've learned to be more confident in myself over the course of this semester.  Confident enough to step up to a leadership position.  With a great team assembled from the two groups combined, I have no doubt that we can achieve greater things.