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		<title>Blog for Eric Elwell at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-07-07T02:13:15+00:00</dc:date>
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				<rdf:li rdf:resource="http://www.garagegames.com/blogs/17248/10301"/>
				<rdf:li rdf:resource="http://www.garagegames.com/blogs/17248/10300"/>
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	<item rdf:about="http://www.garagegames.com/blogs/17248/12037">
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		<dc:date>2007-01-08T03:15:22+00:00</dc:date>
		<dc:creator>Eric Elwell</dc:creator>
		<title>Game Lighting for whiners.</title>
		<link>http://www.garagegames.com/blogs/17248/12037</link>
		<description>&lt;ul&gt;&lt;img src='http://www.thetextureguy.com/screenies/LightHeader.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;b&gt;Basic Game Lighting Principles...&lt;/b&gt; check it out...&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Due to a lack of spare time, I am unable to give a proper &amp;quot;what's up?&amp;quot; &lt;br&gt;post; but seriously, who cares? Useful information is much more worth &lt;br&gt;while, anyway. (also, an apology, the Mighty Fist posts are missing the&lt;br&gt;images. I will try to find them and re-upload.)&lt;br&gt;&lt;br&gt;This is a tutorial ripped right out of &lt;a href='http://www.thetextureguy.com/index.php' target=_blank&gt;my site.&lt;/a&gt; Some basic &lt;br&gt;stuff, but I think this may be useful to most if not all of you.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;This is a GX Adam deGrandis original model, the texture is &lt;br&gt;covered in another tutorial (which I may or may not post in &lt;br&gt;subsequent plans. For now, find it on the site.)&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/001Unlit.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;Now that we have our model completely textured, it's time to apply some &lt;br&gt;proper lighting to it.&lt;br&gt;&lt;br&gt;With the model open in showtool, I will turn lights on. Let's have a look:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/002ShadedPlain.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;This is how Torque will light the geometry with the default settings. Not &lt;br&gt;much of an improvement if you ask me. &lt;br&gt;&lt;br&gt;&lt;br&gt;Let's have a look at the Synapse Lighting Kit:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/003Synapse.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;The Lighting Kit does &lt;br&gt;a great job of pushing &lt;br&gt;the highlights on the &lt;br&gt;texture, but we don't &lt;br&gt;want this overblown &lt;br&gt;look. We don't want to &lt;br&gt;simply darken areas &lt;br&gt;that need to be shaded, &lt;br&gt;or lighten geometry &lt;br&gt;facing our light source. &lt;br&gt;What we want to do is &lt;br&gt;create a lighting setup &lt;br&gt;that will pull our &lt;br&gt;characters into the scene &lt;br&gt;and be an extra weapon &lt;br&gt;in our arsenal to make &lt;br&gt;this game visually &lt;br&gt;appealing. We want our &lt;br&gt;characters and &lt;br&gt;environments to have a &lt;br&gt;level of coherency that is &lt;br&gt;convincing and interesting. &lt;br&gt;The solution is actually &lt;br&gt;pretty simple.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/screenies/spacer.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;b&gt;The source of the problem:&lt;/b&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/004Default.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;The core problem is that &lt;br&gt;objects in the real world &lt;br&gt;recieve color and light &lt;br&gt;differently than you might &lt;br&gt;expect without looking &lt;br&gt;into it. We tend to assume &lt;br&gt;that shadows are black &lt;br&gt;and that &amp;quot;shaded&amp;quot; areas &lt;br&gt;are simply darker. The &lt;br&gt;truth is, objects recieve &lt;br&gt;light and color from their &lt;br&gt;surroundings. If we assume &lt;br&gt;that our object is fleshy, &lt;br&gt;and that it recieves light &lt;br&gt;reflected from the ground, &lt;br&gt;we will choose a tinted &lt;br&gt;reddish-brown color for our &lt;br&gt;shaded areas or in the &lt;br&gt;case of Torque, ambient &lt;br&gt;light. Directional light &lt;br&gt;(recieved from the sky) &lt;br&gt;should be a blue-ish tint. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/screenies/spacer.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;With these settings our untextured model might look something like this:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/005Correct.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Stock Torque lighting will darken the whole model when the texture &lt;br&gt;is applied. The Lighting Kit won't make a difference on the untextured &lt;br&gt;geometry preview, but when we add the texture, it should look like this:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/006CorrectTextured.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;This lighting solution &lt;br&gt;looks far fleshier and &lt;br&gt;believable. It also &lt;br&gt;causes an interesting &lt;br&gt;color combination &lt;br&gt;because of the &lt;br&gt;application of color &lt;br&gt;theory. (Look it up.) &lt;br&gt;Now let's change our &lt;br&gt;default middle gray &lt;br&gt;background to one &lt;br&gt;that better fits the &lt;br&gt;type of environment &lt;br&gt;we might find our &lt;br&gt;character in.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/screenies/spacer.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/Tutorial/BasicLighting/007BG.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I've chosen a dark &lt;br&gt;desaturated red &lt;br&gt;with a hint of purple. &lt;br&gt;This really helps the &lt;br&gt;character to pop &lt;br&gt;out of the &amp;quot;scene&amp;quot;. &lt;br&gt;Playing with lighting &lt;br&gt;and backgrounds in &lt;br&gt;this fashion is a quick &lt;br&gt;way to get a good &lt;br&gt;idea of what you can &lt;br&gt;accomplish with the &lt;br&gt;engine, since this is &lt;br&gt;all rendered with &lt;br&gt;Torque in Showtool. I &lt;br&gt;would strongly &lt;br&gt;discourage you from &lt;br&gt;simply copying the &lt;br&gt;values I am using. In &lt;br&gt;no way do I intend to &lt;br&gt;just &amp;quot;tell you what to &lt;br&gt;do&amp;quot;. Rather, I hope &lt;br&gt;that you take the &lt;br&gt;principle of light and &lt;br&gt;color reflection/refraction, &lt;br&gt;and apply color theory &lt;br&gt;to come up with your &lt;br&gt;own interesting lighting &lt;br&gt;solutions for your &lt;br&gt;characters and &lt;br&gt;environments. &lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/screenies/spacer.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Have fun! &lt;/ul&gt;</description>
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		<dc:date>2006-04-20T01:00:20+00:00</dc:date>
		<dc:creator>Eric Elwell</dc:creator>
		<title>Making of Mighty Fist (part 2)</title>
		<link>http://www.garagegames.com/blogs/17248/10301</link>
		<description>&lt;ul&gt;          &lt;img src='http://www.thetextureguy.com/makingof/title.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;Part 2&lt;br&gt;&lt;a href='http://www.garagegames.com/blogs/17248/10300'&gt;Click to read Part 1&lt;/a&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;br&gt;Joe and I discussed what type of world objects we would need and how we planned &lt;br&gt;  to implement them. Joe made more doodles. It was great.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/wo.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/wo03.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;more doodling. All of the above images were me throwing out ideas for quick &lt;br&gt;  to make shapes, and was to re-use assets (windows being the focus of some of &lt;br&gt;  the drawings). The final drawing I actually drew in one of the executive planning &lt;br&gt;  meetings that happens every week. An old trick I learned from a very experienced &lt;br&gt;  Art Director named Shawn Sharp; If there are more than two people at a meeting, &lt;br&gt;  bring a sketchbook, as it will probably be the only time you get to draw during &lt;br&gt;  the day. -joe&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  After a bit of doodling, Joe had me put together a list of art assets we would &lt;br&gt;  need for the project. (Aside from displaying my poor handwriting, the reason &lt;br&gt;  for this image is the sketch at the bottom.)&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/tasklist.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Joe talked with Mark B and Lance Bass about hand drawing the art assets for &lt;br&gt;  the game. Mark did some super cool drawings in his oh-so-clean style:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/markb.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Lance did some awesome line work for the world objects. The original scans &lt;br&gt;  were very large which made them very easy to work with in photoshop, and required &lt;br&gt;  little to no cleanup.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/lance.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Lance's work was a huge boost for me. Not only did it save me the time of drawing &lt;br&gt;  each piece myself, but it motivated me to work faster on the painting process &lt;br&gt;  just so I could see these great pieces in game.&lt;br&gt;&lt;br&gt;  &lt;img src='http://www.thetextureguy.com/makingof/collage1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;I set out a fairly rigid process for myself using photoshop actions and predefined color swatches. This &lt;br&gt;helped to unify the look, greatly increase workflow, and allow for color tweaking later on. I will talk &lt;br&gt;more about photoshop actions and my workflow in subsequent blogs.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Joe drew the background and midground layers and created the groovy background layer for the use in the game:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/bg01.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;  &lt;img src='http://www.thetextureguy.com/makingof/bg02.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;even more meeting doodling. All this doodling allowed me to get a clear &lt;br&gt;  focus on the style and come up with the final image for the background in pretty &lt;br&gt;  short order. The final silhouette took less than an hour to produce from concept &lt;br&gt;  to completion. -joe&lt;/i&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ThugIdlecolor.gif'  align = right alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;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, &lt;a href='http://www.thetextureguy.com/makingof/EricWorkingHard.gif' target=_blank&gt;my brain was 100% inactive during these breaks&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  &lt;br&gt;&lt;br&gt;&lt;ul&gt;It was well worth the work to finally see these characters animated in color.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/MFscreen1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt; &lt;img src='http://www.thetextureguy.com/makingof/MFscreen2.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The great thing about interning at GarageGames is that you actually get to work on projects and learn &lt;br&gt;the trade. Less of fetching for coffee and more of making cool stuff. I am very happy with the &lt;br&gt;development of my abilities over the past 6 months. Looking back at my artistic ability before interning &lt;br&gt;here, my workflow was slow and clumsy. I had previously worked almost purely in digital media. I was &lt;br&gt;skipping a lot of key steps in the artistic process. Drawing in freehand was something that I rarely &lt;br&gt;attempted, yet Joe pushed me to do more and more of it. Now physical media is my preference for a &lt;br&gt;starting point, and my final work is much more refined because of it. My work on Mighty Fist forced me &lt;br&gt;to draw a lot. Drawing more improved my ability and working speed in animation; and animating &lt;br&gt;improved my drawing ability in many more areas: from initial design to silhouette to iteration to flow to &lt;br&gt;stroke economy and much more. It has been a personal goal of mine to be always learning and &lt;br&gt;advancing my skills; there really is no end to that. It is also a joy of mine to share that with others and &lt;br&gt;help them in their artistic development. I do hope that you've enjoyed the read and imagery; but more &lt;br&gt;importantly I hope that you've grasped the concepts of how you can approach your work, increase &lt;br&gt;productivity, and improve your workflow. &lt;br&gt;&lt;br&gt; &lt;br&gt;To sum it up for you, when you make your project with TGB, remember to burn through a stack of &lt;br&gt;paper just for doodling. It keeps it focused, and it keeps it fun. &lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/stack02.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/stack01.jpg'  alt=&quot;&quot;&gt;&lt;/ul&gt;</description>
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		<dc:date>2006-04-20T00:48:43+00:00</dc:date>
		<dc:creator>Eric Elwell</dc:creator>
		<title>Making of Mighty Fist (part 1)</title>
		<link>http://www.garagegames.com/blogs/17248/10300</link>
		<description>&lt;ul&gt;          &lt;img src='http://www.thetextureguy.com/makingof/title.jpg'  alt=&quot;&quot;&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;It all starts with an idea. For Mighty Fist, this idea consisted of running through a town full of thugs and beating them to the ground. (Really quite original, I know.) The process of bringing that idea to a playable game may be much simpler than you might have thought.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;About a month prior to GDC we had a meeting to come up with ideas for a TGB demo project. When Joe suggested Mighty Fist, it was not much more than a thought. So what's the next logical step after a simple thought? Pixel shaders? Cutscenes? Lunch break? or is it just something that looks more like a simple doodle?&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ic01.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt; If you answered 'simple doodle' you were correct. (Answering 'lunch break' will be accepted as half credit.) This is one of the first of Joe's Mighty Fist doodles. &lt;br&gt;&lt;br&gt;Working on Mighty Fist solidified in my mind that the doodling stage is extremely important. Doodling or thumbnailing is the first link in the bridge between an idea and a full blown art style. You can feel around for where you'd like to go with the project without spending too much time and with no expectation that it has to be some polished stellar art work.&lt;br&gt;&lt;br&gt;&lt;i&gt;I want to stress the importance of doodling. Good design is all about iteration. The more you iterate, the more the idea becomes refined. With doodling, you can iterate through 20 possible designs in the course of a meeting. You can share the iteration process immediately with others on the team. -joe&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Prior to interning at GG, my art process could have been broken down to: 'Come up with an idea and go straight into production.' This mentality ended up with many failed attempts to create finalized polished art, because I lacked any sort of base doodling or refining iteration stages in my process. This was a lesson that I had learned, and for me, it was more a matter of swallowing my pride and not trying to make every sketch perfectly rendered and shaded. Ironically, making more entirely unimpressive doodles will help you refine the idea to a point that the final work will benefit from. I want to point this out, so that you will not downplay the importance of making quick cheesy drawings before attempting a finalized art style.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ib02.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  This sheet&lt;br&gt;shows some&lt;br&gt;of Joe's&lt;br&gt;doodles as&lt;br&gt;he was&lt;br&gt;explaining the&lt;br&gt;process for &lt;br&gt;refining the&lt;br&gt;look. You can&lt;br&gt;see how he&lt;br&gt;was explaining&lt;br&gt;iterations of&lt;br&gt;mouth&lt;br&gt;placement,&lt;br&gt;object scale,&lt;br&gt;and primitive &lt;br&gt;shapes for&lt;br&gt;body types.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;img src='http://www.thetextureguy.com/makingof/spacer.jpg'  alt=&quot;&quot;&gt;&lt;/ul&gt;&lt;br&gt;&lt;i&gt;The above doodle was me demonstrating to Eric the idea that if you stick to simple geometric shapes, you can distort them wildly, move important landmarks of the shape, and then share the proportional distribution between shapes to keep the art consistent between all assets. Again, this is quick doodling. I did these whilst sitting and talking to Eric, time spent, less than a minute. -joe &lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;img src='http://www.thetextureguy.com/makingof/ic04.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;  After discussing what the character might be like (a little scrapper in gym shorts) I took a shot iterating faces and body types.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ic03.jpg'  alt=&quot;&quot;&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;When we had a better idea of where the character design was going, it was time to get started on the enemy characters. What type of feeling did we want to get across? Was our hero going to be Superman, or would it be more like a case of David vs Goliath? More doodling ensued.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ic02.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  &lt;img src='http://www.thetextureguy.com/makingof/ib01.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Another cool&lt;br&gt;thing about&lt;br&gt;quick doodling&lt;br&gt;is that it can&lt;br&gt;be done as&lt;br&gt;the discussion&lt;br&gt;is underway.&lt;br&gt;Joe doodled&lt;br&gt;these images&lt;br&gt;as we discussed&lt;br&gt;the idea of a big&lt;br&gt;boxer boss or&lt;br&gt;angry dogs on&lt;br&gt;the street.&lt;br&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I continued the iteration of enemy characters from there and made a few doodles of my own.&lt;br&gt; &lt;img src='http://www.thetextureguy.com/makingof/ib.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;(seriously, who better to pound to the ground than a thug with a wiffle-bat?)&lt;br&gt;&lt;br&gt;&lt;br&gt;Joe hooked me up with some sweet gear to start the animating process. The Video &lt;br&gt;  LunchBox was a very useful tool in previewing my animations on paper. This is &lt;br&gt;  the part were we bust out a ream of paper and assault it with a pencil.&lt;br&gt;&lt;br&gt;  &lt;img src='http://www.thetextureguy.com/makingof/box01.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;We got this thing set up and I spent the next few weeks reading animation books &lt;br&gt;  and drawing my first animation frames. &lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/animtable.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;Notice the pack of pencils and ream of paper. I wasn't kidding, there's some &lt;br&gt;  serious pen-paper warfare about to break loose.&lt;br&gt;&lt;br&gt;&lt;i&gt;Back in the day, when I was single and had a lot of free time (before I &lt;br&gt;  had kids), I acquired a bunch of neat art toys. The toys include the video lunch &lt;br&gt;  box (animation frame grabber), small portable color CCD camera (ebay).. a camera &lt;br&gt;  stand, an animation table with an animation disc (that come with a long story &lt;br&gt;  and a history of spending time at filmation and hanna barbera).. and an animation &lt;br&gt;  paper punch. It was cool to get these things out of my back office and lend &lt;br&gt;  them to Eric so he could learn to animate with the toys the big boys use. It &lt;br&gt;  made for quite a scene in the weeks leading up to the GDC, as the office took &lt;br&gt;  on the air of a big time art studio. - joe&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Something that I've always found to be true with art, the more I do, the more &lt;br&gt;  I realize that there is so much more to learn. This was the case with animation. &lt;br&gt;  After my first few animations I went back to the books and sketched more study &lt;br&gt;  sheets like these:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/anims.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/anim01.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;After about &lt;br&gt;two weeks of&lt;br&gt;reading, &lt;br&gt;sketching, playing&lt;br&gt;with my own &lt;br&gt;animations, and &lt;br&gt;refining the &lt;br&gt;characters, I was &lt;br&gt;a bit more &lt;br&gt;comfortable with &lt;br&gt;the process and &lt;br&gt;ready to start on &lt;br&gt;the animations&lt;br&gt;that would &lt;br&gt;hopefully make&lt;br&gt;it into game.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  &lt;img src='http://www.thetextureguy.com/makingof/anim04.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;  &lt;img src='http://www.thetextureguy.com/makingof/ib2.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/runBW.gif'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Once I had drawn the&lt;br&gt;individual frames by hand, &lt;br&gt;I previewed them on the &lt;br&gt;LunchBox. If I was pleased &lt;br&gt;with the results, I could&lt;br&gt;scan them into photoshop &lt;br&gt;and set them up for use in &lt;br&gt;TGB. For the majority of the &lt;br&gt;time that we had a working &lt;br&gt;build, the characters were &lt;br&gt;running around looking&lt;br&gt;exactly like this.&lt;/ul&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;Joe let me barrow his drawing table with the super-cool light on it. This is where I drew the animation frames.&lt;br&gt;The registered paper (that means it has the super-cool hole punches) insured that the drawings would be &lt;br&gt;aligned the same. Not to mention the angle of the table was much more comfortable than having my head &lt;br&gt;down to my desk.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/table.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;After the animations were started, Joe and I discussed the direction we wanted to take with the world art.&lt;br&gt; Joe drew more doodles. I watched. It was fun.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/wa01.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/wa02.jpg'  align = left alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;when sitting in meetings, I bring &lt;br&gt;my sketchbook to doodle. The above &lt;br&gt;doodle was me trying to solve the &lt;br&gt;problem of what to put in the &lt;br&gt;midground space. We wanted to &lt;br&gt;show off layering and parallax, so I &lt;br&gt;had to come up with stuff that would &lt;br&gt;be found between buildings in a city. &lt;br&gt;We came up with chain link fences &lt;br&gt;with parking lots, playgrounds, and &lt;br&gt;loading docks, and this would allow &lt;br&gt;us to have gaps between the &lt;br&gt;buildings and show off the &lt;br&gt;background. -joe&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/wa03.jpg'  align = right alt=&quot;&quot;&gt;&lt;br&gt;Joe had me draw a mockup of what the scene should look like in game. There were a few reasons for doing this. We wanted to get a clearer idea of the game across to anyone else who would be working on the project. Another reason was to pull the image into photoshop and get a feel for the scale we wanted.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Designing the color scheme was the next step. Featured below are two beautiful pictures of yours' truly &lt;br&gt;tweaking colors in his natural habitat.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ee01.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/ee02.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Joe threw together some interesting color schemes as well. At one point in history, if you were to walk past&lt;br&gt; Joe's desk you would have seen something exactly like the image below. We were fortunate enough to &lt;br&gt;capture this historically accurate photograph. Enjoy:&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/jmscreen.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;the above image shows off 3 views of two possible extremes of the color &lt;br&gt;  scheme. I wanted to see how well the scene 'read' in full screen, in a 'mid' &lt;br&gt;  configuration (the view that would be seen when someone was viewing the monitor &lt;br&gt;  from a distance, say, walking by a booth at a trade show, and a small one for &lt;br&gt;  a thumbnail that would be on a website to point people to the download. -joe&lt;/i&gt;&lt;br&gt;&lt;br&gt;Putting together a gamut like the one below is very useful in nailing down the color scheme that you want for &lt;br&gt;your project. Give the image a click for a larger shot.&lt;br&gt;&lt;a href='http://www.thetextureguy.com/makingof/colorgamut1large.jpg' target=_blank&gt;&lt;img src='http://www.thetextureguy.com/makingof/colorgamut1small.jpg'  alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;The color scheming was nearing an end as the bulk of animations were ready to get scanned in and &lt;br&gt;previewed in TGB. You can see from the image below how I had set up guides for the ground, cell &lt;br&gt;separations, and cell centers. If you look at the actions panel in the bottom right, you might be able &lt;br&gt;to read &amp;quot;AnimScan&amp;quot;, an action I wrote to quickly scale, grayscale, and make a selection around the &lt;br&gt;sketch with one click. This made the process of pulling in hand drawn animation frames much faster. &lt;br&gt;You may also notice a little room in front of the player which allowed for a more dramatic punch &lt;br&gt;animation. The reasoning behind the punch animation is that this game is about punching.&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/animating.jpg'  alt=&quot;&quot;&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/makingof/dogrunBW.gif'  align = left alt=&quot;&quot;&gt; &lt;img src='http://www.thetextureguy.com/makingof/DogDeathBW.gif'  align = right alt=&quot;&quot;&gt;This was one of the most exciting parts of the project, as all the work that I had done to learn animation and the time that was seamingly wasted on unused animations finally brought forth fruit as all of the characters were animated in game if only in pen and ink:&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;&lt;a href='http://www.garagegames.com/blogs/17248/10301'&gt;Continue to Part 2&lt;/a&gt;&lt;/ul&gt;</description>
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	<item rdf:about="http://www.garagegames.com/blogs/17248/9969">
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		<dc:date>2006-03-06T01:16:19+00:00</dc:date>
		<dc:creator>Eric Elwell</dc:creator>
		<title>Give the people what they want</title>
		<link>http://www.garagegames.com/blogs/17248/9969</link>
		<description>This plan has been in the back of my mind for some time now. A few months back I had posted a plan that, unfortunately, had gotten eaten. I thought that maybe I had gotten censored for my observations of the city of Eugene. Let's just say.. I've seen it rain chairs here. Although, I'm sure that censorship was not the case that time. First Item: &lt;br&gt;&lt;br&gt;Launched my blog- &lt;a href='http://www.thetextureguy.com' target=_blank&gt;www.thetextureguy.com&lt;/a&gt; check it out, it'll be good for you.&lt;br&gt;&lt;br&gt;I can't say that I'm &lt;i&gt;too&lt;/i&gt; much of a show off, but I really think that a good plan needs some 'bling' to make it worth the &lt;i&gt;view&lt;/i&gt; (and not necessarily the &lt;i&gt;read&lt;/i&gt;). Unfortunately, most of my work in the past few months is under NDA, but I'm going to leak this one anyway... so with no further delay, I give you:&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/upload/4925_1141517416.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;b&gt;The Cupid Battleship from Tribes 4&lt;/b&gt;&lt;br&gt;&lt;br&gt;My plan for the near future is to get some Art related TDN articles up: I've posted some personal studies in the form of teasers (i guess) &lt;a href='http://www.thetextureguy.com/JustinKovac/texturebuddy2.jpg' target=_blank&gt;Tips and tricks for texture artists&lt;/a&gt;, which will cover a few quick and dirty ways of achieving a certain look or style. I've also been thinking about a &lt;a href='http://www.thetextureguy.com/screenies/random1low.wmv' target=_blank&gt;general sketching/speed painting&lt;/a&gt; article, which will not be in the &lt;i&gt;so&lt;/i&gt; near future, as I am still compiling my thoughts, and of course, always learning new things. I've learned enough since taking that video to spot some key mistakes, mostly having to do with my sketching technique, and form creation. Knowing that I've learned enough in the past few months to totally change my sketching style gives me a bit of fear about producing a tutorial in which I may teach some other poor technique; but as they say, you can only take someone as far as you have already come. That being said, hopefully these can help to take someone who is new to art.. one step farther in their development. &lt;br&gt;&lt;br&gt;&lt;br&gt;But on a more serious note... There's a very interesting story about this guy:&lt;br&gt;&lt;br&gt;&lt;img src='http://www.thetextureguy.com/upload/8809_1141510000.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;I won't lie, I'm fairly well known amongst the hardcore players in the online casual games space. &lt;br&gt;As it turns out, my internet moniker, &amp;quot;AdamdeGrandis123&amp;quot; , was the topic of discussion between a couple that had met through a Yahoo! Pool clan-match. Come to find out, they had gotten married and named their child, Adam deGrandis, in my honor. One day while Tim Aste was doing his usual Google search of my name, address, and online moniker, he came across the child, having confused him for yours truly. One quick call, and a deal was made: When the child came of age, he would be traded to GarageGames in exchange for a box of Krispy Creme donuts. At IGC I had the awesome opportunity to meet the man who was named (and subsequently hired) in my honor. It's a small world, people.</description>
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