Wednesday, 15 December 2010



Trying to work out the character for our current project, getting her right is pivotal to designing the look and feel of the levels. The game we got given to develop is quite cliche and the gameplay is going to be hard to make fun. According to our tutor alot of making this game succesful hinges on how well we dress the game as well as making the gameplay 'work', so no pressure there then!

Wednesday, 8 December 2010


Another round of life drawing, last one this year, so stayed for the full five hours again. Pretty fast-paced this time around.

The poses in the first two pics above were between 2 - 6 minutes each, with a lot of playing around with one of those giant excercise balls. Below are all gesture drawings where the model barely paused in what he was doing at all, except for some slow tai-chi. They mostly look like scribbles but it was definately good practise.

Sunday, 5 December 2010


Sadly this isn't my work, though I sorely wish it was. This little model of my monkey character was crafted by my friend Toby and now sits on my shelf. Go check out his blog if you get a chance!

Wednesday, 1 December 2010


Was finally able to sneak back into Life Drawing on the monday! We don't technically have it this year so had to wait for the first year numbers to dwindle down enough to get in on the action. Forgot how much I missed those naked people, but I'm ridiculously rusty. Thankfully this session there weren't any long, several hour poses; just many 5-10 minute 'action stances'.

Also snuck in on the MA Animation's two hour session straight afterward. Got to concentrate on hands and feet, which made a nice change, albeit a difficult one. Hands peeling oranges and holding chopsticks.... damn near killed me.

Friday, 26 November 2010




Final three promo pics for the design document and game prototype our group put together. Our game pitch called 'All Wound Up' involves our little cymbal-bashing monkey toy jumping up platforms to escape an incinerator. The primary mechanic is to charge up your jumps and time them well so you have enough power to reach the next ledge, but not spending so long to charge that the incinerator catches up with you. Or something like that anyhow. Spent so long blithering on about it in a 10 minute presentation that I think my brain's shutdown and refuses to talk about it anymore.

Now there's a second half of this project coming up. We're going to be given one of the other groups documents to fully realise and visa versa. Should be interesting to say the least! Until we get given a design doc I'm going to be catching up on some serious Left 4 Dead and Team Fortress.

Friday, 19 November 2010





Got a deadline for this uni project coming up in a couple of days, so it's the opportune time to piddle about with a blog post!

Just some concept/promo art for a Game Design Document my group and I are putting together. The game mechanics, story, look and levels have changed about a squillion times since the start, so there's not much point blithering on about that until after the hand-in. Have some toy monkeys in the meantime.

Wednesday, 22 September 2010





It's taken a long time (mostly because of my dithering about) but finally managed to finish this massive set of portraits! Go me? These buggers are my slightly extensive collection of cousins, plus my sibling and I at the bottom there.