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Making of Mighty Fist (part 2)

Making of Mighty Fist (part 2)
Name:Eric Elwell
Date Posted:Apr 20, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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    Joe and I discussed what type of world objects we would need and how we planned
    to implement them. Joe made more doodles. It was great.



    more doodling. All of the above images were me throwing out ideas for quick
    to make shapes, and was to re-use assets (windows being the focus of some of
    the drawings). The final drawing I actually drew in one of the executive planning
    meetings that happens every week. An old trick I learned from a very experienced
    Art Director named Shawn Sharp; If there are more than two people at a meeting,
    bring a sketchbook, as it will probably be the only time you get to draw during
    the day. -joe




    After a bit of doodling, Joe had me put together a list of art assets we would
    need for the project. (Aside from displaying my poor handwriting, the reason
    for this image is the sketch at the bottom.)


    Joe talked with Mark B and Lance Bass about hand drawing the art assets for
    the game. Mark did some super cool drawings in his oh-so-clean style:


    Lance did some awesome line work for the world objects. The original scans
    were very large which made them very easy to work with in photoshop, and required
    little to no cleanup.


    Lance's work was a huge boost for me. Not only did it save me the time of drawing
    each piece myself, but it motivated me to work faster on the painting process
    just so I could see these great pieces in game.


    I set out a fairly rigid process for myself using photoshop actions and predefined color swatches. This
    helped to unify the look, greatly increase workflow, and allow for color tweaking later on. I will talk
    more about photoshop actions and my workflow in subsequent blogs.



    Joe drew the background and midground layers and created the groovy background layer for the use in the game:



    even more meeting doodling. All this doodling allowed me to get a clear
    focus on the style and come up with the final image for the background in pretty
    short order. The final silhouette took less than an hour to produce from concept
    to completion. -joe





Now that we had characters running around and interacting in pen and ink, and painted world objects; the final step was to paint the animated characters. This was not an incredibly difficult stage, thought it was very long and tedious with a total of 82 painted frames. This was a great experience for me in that I had to learn how to keep my character frames consistent with each other. I found myself taking time before painting an animation set to plan for the best/quickest process before painting each frame. I also found myself going slightly nutty, so I took frequent breaks to rest my brain, and rest assured, my brain was 100% inactive during these breaks













    It was well worth the work to finally see these characters animated in color.




    The great thing about interning at GarageGames is that you actually get to work on projects and learn
    the trade. Less of fetching for coffee and more of making cool stuff. I am very happy with the
    development of my abilities over the past 6 months. Looking back at my artistic ability before interning
    here, my workflow was slow and clumsy. I had previously worked almost purely in digital media. I was
    skipping a lot of key steps in the artistic process. Drawing in freehand was something that I rarely
    attempted, yet Joe pushed me to do more and more of it. Now physical media is my preference for a
    starting point, and my final work is much more refined because of it. My work on Mighty Fist forced me
    to draw a lot. Drawing more improved my ability and working speed in animation; and animating
    improved my drawing ability in many more areas: from initial design to silhouette to iteration to flow to
    stroke economy and much more. It has been a personal goal of mine to be always learning and
    advancing my skills; there really is no end to that. It is also a joy of mine to share that with others and
    help them in their artistic development. I do hope that you've enjoyed the read and imagery; but more
    importantly I hope that you've grasped the concepts of how you can approach your work, increase
    productivity, and improve your workflow.


    To sum it up for you, when you make your project with TGB, remember to burn through a stack of
    paper just for doodling. It keeps it focused, and it keeps it fun.



Recent Blog Posts
List:01/08/07 - Game Lighting for whiners.
04/20/06 - Making of Mighty Fist (part 2)
04/20/06 - Making of Mighty Fist (part 1)
03/06/06 - Give the people what they want
09/21/05 - Plan for Eric Elwell

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Anton Bursch   (Apr 20, 2006 at 01:06 GMT)
Just too cool!

Matthew Langley   (Apr 20, 2006 at 01:10 GMT)
First post again.

Timothy Aste   (Apr 20, 2006 at 01:20 GMT)
Nice!

Luke D   (Apr 20, 2006 at 01:25 GMT)
Wow, that is a fantastic write-up, thank you for sharing it. Great to see the design process entirely from lunch conversation to working product. Bonus-tastiness from the bits of perspective and wisdom from Joe too!

Todd Pickens   (Apr 20, 2006 at 01:31 GMT)
Absolutely Beautiful!!!

Wonderful work. Congratulations on a job well done!

Justin Kovac   (Apr 20, 2006 at 01:47 GMT)
Eric this is so badass man, I am at a loss of words. Killer work dude!

Rubes   (Apr 20, 2006 at 01:55 GMT)
Bravo.

Matthew Langley   (Apr 20, 2006 at 02:17 GMT)
Eric really did an awesome job on this, he spent a lot of time making this write up as well... I kept proding him to post it but he wanted to make sure it was perfect. Awesome job man!

Raxx   (Apr 20, 2006 at 03:34 GMT)
Very, very nice!

Oh, for those who work in remote locations, an alternative to "doodle meetings", so to speak, is paintchat. Paintchat is a free browser-based java application that allows multiple people to draw on the same canvas at the same time (wacom tablet compatible as well). A person can host their own session from their computer, and there are websites that host it as well. Try it out at http://paintchat.3dluvr.com/

Anthony Fullmer   (Apr 20, 2006 at 04:12 GMT)   Resource Rating: 5
Wow, very eloquent and polished thought process....too polished. I think the public has the right to know the truth about you Eric Elwell, and so I must give the people what they want. BEWARE!!!!!

Evi - Cubix Studio   (Apr 20, 2006 at 05:35 GMT)
i like the character & animation, really amazing work :D

Nauris Krauze   (Apr 20, 2006 at 06:26 GMT)
This is perhaps the..the..the most kick arse writeup in the history of GG .plans. First, the stuff is just way cool and second, the writeup is great, just great :)
Out of interest, could you give numbers of the overall time that MF demo took and the amount of assets that ended in the demo?

Way cool.
Btw, did you guys thought of perhaps using all-out digital solution like Plastic Animation Paper? http://www.plasticanimationpaper.dk/
It`s kind of cool, but then there`s the fact that you have to be able to doodle with graphic tablet just as you do with pen on paper which I found a bit hard, since there`s completely different friction between pen and paper.

All thumbs up for your work :)

Gary Preston   (Apr 20, 2006 at 11:46 GMT)
That was a great read Eric, cheers for taking the time to write it up :)

Anthony Rosenbaum   (Apr 20, 2006 at 13:32 GMT)
Amazing article, during winter I started getting into 2d animation, I really enjoyed it. As you say being will ing to start with a pecil and paper is the key to itterations. Keep it up can't wait to play the Mighty Fist

John Rockefeller   (Apr 20, 2006 at 16:47 GMT)
These two posts about this game should honestly be on the front-page for TGB. If people see how cool it is to make your own game out of killer art like this, they would definitely pick it up. Helps out GarageGames and helps out the developer :)

Vashner   (Apr 20, 2006 at 17:02 GMT)   Resource Rating: 5
Fantastic write up thanks a bunch.

Hokuto   (Apr 20, 2006 at 18:17 GMT)
Very nice.

Tim Muenstermann   (Apr 20, 2006 at 23:21 GMT)
Love it Love it Love it!!!

-Tim

Adam deGrandis   (Apr 21, 2006 at 01:01 GMT)
Eric, hi.

Mark McCoy   (Apr 21, 2006 at 14:45 GMT)
Eric, buddy. Hey.

Eric Elwell   (Apr 22, 2006 at 01:03 GMT)
Cool, I hope everyone enjoyed the write up.

Raxx: That's a great suggestion for most digital artists. My personal preference is Open Canvas. Pascal Bos and I make sure to do OC sessions atleast once or twice a week. I usually post my sessions on my site (www.thetextureguy.com) as well as a download link for OpenCanvas, if you're interested. It's a ton of fun and very inspiring to work with other artists.

Nauris: The total count for ingame art assets is 82 animation frames, and 52 world objects (including background, cityscape layers, etc.) Production time was 3 weeks long with an additonal week of concepting and meeting over various ideas. As far as working digitally, I am fairly comfortable with a tablet, but I tend to approach digital work with a different mindset and workflow. Digital media has the benefit of "undo" but I don't find it to be as quick as physical media. I've found freehand work to be much faster and easier to iterate.

Adam: Hi

Mark: Hi
Edited on Apr 22, 2006 01:04 GMT

Hokuto   (Apr 22, 2006 at 06:58 GMT)
Open Canvas seems cool. Thanks for the hint!

Mark McCoy   (Apr 22, 2006 at 10:32 GMT)
Eric, your work is so good. You should do more work.
Edited on Apr 22, 2006 10:50 GMT

Oliver Rendelmann - DerR   (Nov 17, 2006 at 12:50 GMT)
All images gone.. are they going to be back?

Glenn Thomas   (Jan 03, 2008 at 10:03 GMT)   Resource Rating: 5
This is the best tutorial I've seen. From concept to creation. I'd love to see more on this. Tlighting one is beautiful as well. Thanks so much for sharing!!!!

Andre Prior   (Feb 05, 2008 at 13:06 GMT)
Any news on the release date?!

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