CNES-88
Let me park my Sinclair C-5 and quickly plug my new project before I embark on an adventure in my blimp (dinosaur sightseeing).
CNES-88 project
Let me park my Sinclair C-5 and quickly plug my new project before I embark on an adventure in my blimp (dinosaur sightseeing).
CNES-88 project
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Monday, January 06, 2014
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Some thoughts on the Mighty No 9 design. It's a tricky situation to do Megaman without doing Megaman, of course.
They wanted to keep the silhouette and decided to change the internals, but... I think it's too much of a haphazard mélange of color fields, panel lines and mystery function knobbery. When designing characters for old games they had to be iconographically strong (strong silhouette and simple flag-like coloring) (consider Samus or the more obscure Marina Liteyear), because there was little or no space for embroideries... or rather, the embroideries were subordinate to the general masses and relegated to the side-art in manuals and such. Internal details can be useful, but anything which draws attention to it and takes up valuable space, has to be functional and not merely area-fill, I think. All this is easier said than done, of course.
Anyways, here's my take on a "Mighty". It's just a quick sketch of course and can't rival anything with weeks of iterations behind it, but I haven't posted any art here in a while, so...
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Tuesday, September 03, 2013
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Friday, May 24, 2013
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I read something about Doom 4 and got in the mood to draw something new for my Kawaiik project, so I drew a storyboard for a trailer which hopefully is effective at conveying the general idea of the setting.
Only minor changes to the old Kawaiik project page.
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Saturday, April 06, 2013
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If I had the dough I'd do a pinball machine. I love the clean look of the 70's and 80's boards (Dolly Parton, Captain Fantastic, Lost World), but the machines in the 90's had more interesting features perhaps. Retro EM chimes here and there would be snazzy, along with some steppers. I think pinball loses its charm when it becomes too... unmechanical. I haven't seen a board with manga style art so that would be interesting. Music, something along the lines of TX Sector and Elvira and the Party Monster.
Space Dragon!
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Tuesday, March 05, 2013
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Saturday, January 19, 2013
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Tuesday, November 06, 2012
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If you're into 70's TV sci-fi, do check out Star Maidens. Orange, Brown, Olive, Duck egg! The "Storm Troopers" are the best. Even if there were sci-fi stuff on TV nowadays, I doubt we'd see something like these colorful concoctions from the past.
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Wednesday, September 05, 2012
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I've made a Pokémon page. I've been trying to draw Pokémon since the first game came out, but I've found that it's really difficult. Aside from my own numerous attempts, I've seen so many clones (games) or fan designs... fall short.
Also, I made a little page for a 16 color retro palette.
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Tuesday, August 21, 2012
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I've updated my Kid Icarus page with my thoughts on the new game. Also, I found some scans of the original Kid Icarus manual art: GBA and NES . The new art can be found at creative uncut. Here's an interview with the guys who made the NES game.
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Thursday, May 17, 2012
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I've made some new Startopia art.
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Tuesday, May 08, 2012
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Etiketter: Startopia
Under-developed He-Man doodles Each He-Man character has some sort of thing about it (feature or shape) that I eventually will have to find and exaggerate / focus on / make a theme.
I was never into action figures as a kid, but I recall seeing (expensive) He-Man and Star Wars figs on the toy shelves, perhaps secretly wanting one. It's kind of silly how so many of the He-Man figs were just repaints of the same muscleman sculpt. I think the most fun/striking ones are Skeletor, yellow skin Evil-Lyn (not a fan of the pale skin version), and the best henchmen are Spikor, Trapjaw and Spout Snout. His main henchmen are pretty boring I think (Merman, Beastman, Triclops?), and so are most of the good guys. Roboto would be fun with a different head I guess. It would be cool if he was delivered in pieces and had to be screwed together. Zodak has a fun Kamen Rider helmet, but then the chest piece ruins everything.
The new "classic" display figs (4H) has a nice Webstor and Cobra Kahn, and even the regular palace guards are sort of nice, matching Man at arms. Shadow Weaver is striking character but the figure was not made widely available. Skeletor is showing a bit too much of his neck, but I've seen fixes to that.
I'm not really a fan of the 200x stuff which was occasionally quite... malt-cross style as I call it, and a tad too... McFarlane.
I think I actually prefer the smaller legs of the old figures. It brings focus on the more characteristic upper part of the figure, and it agrees with my small-leg fetish.
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Wednesday, April 18, 2012
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I've made a page with some of my thoughts on Spaceship design.
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Wednesday, April 11, 2012
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I was surprised to see the theme of Google's April's fools, because I was just noodling around on my Dragon Quest project.
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Sunday, April 01, 2012
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Etiketter: Dragon Quest, Dragon Warrior
I've been trying to draw some TA stuff again, this time from a lower perspective (unit portrait views). It sort of makes sense to make sure the units look great and recognizable from a pure top-down view, but I still wanted to... expand on the designs, which is difficult with top-down drawings.
Core and Arm sheets.
I threw in some Dark Reign and Starcraft homages just for fun. I think Dark Reign in particular had some very nice unit and building design. Instead of a boring buggy, it had the Spider Bike. Even something potentially very boring like the (Taelon) power generator was turned into something very characteristic.
I also wrote down various ideas which popped into my head while drawing.
Notes
A particular concern of mine is the (unwitting?) use of "Dazzle camouflage"-style color schemes which I see in... well, not just in RTS games, thinking about it, so I rant a bit about that. Dazzle camouflage was not meant to hide ships, but rather to make visual identification (of ship type and heading) as hard as possible. Of course, when you alternate colors on a figure, you sort of tell the brain that these areas don't belong together. If done excessively all over the figure, the whole thing breaks apart, losing not only it's silhouette/mass, but also its identity in relation to other figures with the same color scheme. On the other hand, if you just paint all of the figures blue, the silhouette and mass will be intact, but telling the figures apart will still be hard.
So, in regards to color schemes in RTS games, I think it's best if one picks a few "flag" colors, say, two dominating colors, like a team color and a race color, then two or so more minor race colors. The top-most part of the units should have various iconographically effective shapes forming out of these colors (working with the masses of the figure). I don't think two colors is enough to help differentiate a lot of figures, so I'd sometimes put the extra minor colors in a dominant position on special figures. The Core is dominantly red and silver, but mix it up with some black and camouflage yellow, and then there's a role-defining colors like fusion core teal and construction stripes.
I've been playing TA Spring on my Netbook. It gets hot. I'm thinking it's because TA is so sexy.
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Thursday, March 15, 2012
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Etiketter: Total Annihilation
Wasteland looks pretty colorful and cartoony (characters, colors and story) for a spiritual ancestor of Fallout. Looking at the Kickstarter page, the pitch art for the Wasteland 2 (while nice looking) sort of clashes with the so clearly expressed sentiment to stay true to the original. On the other hand, I don't mind when a different style is used, as long as the designs are intact. On the other hand, Wasteland 2 has an opportunity to be graphically distinct from "brown brown black gray brown" and "brown gray brown brown black". I guess Borderlands is a bit more lighthearted stylistically, but I've never played it. Last Armageddon has one of the best settings of any post apocalyptic game I think, but now I'm derailing.
Anyways, I decided to draw some of the characters from Wastelands. A lot of the robots are just nonsense, but I decided to struggle with what I was given and not change them too much towards what I'd like to see. The game actually uses the same portraits for different encounters, so there's some room for doing variation once the base has been established.
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Wednesday, March 14, 2012
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Etiketter: Wasteland
Yesterday I was trying to do some of the Unreal (1) characters, but they give me absolutely nothing to work with. They all have the same big-hand-feet muscle bodies, same chubby silhouettes, and some variation on the head and minor texture bits. Normally I try to find some prominent feature then I exaggerate that and use it as a theme for the figure.
These were the only characters that I felt like I could do something with.
I see that there are a few highrez texture packs out there for older shooters. I think they kind of miss the point. It's much more important that the texture details are aligned to the map geometry and make architectural sense. Tiled highrez textures often just pronounces low poly stuff badly, like corners and floor-wall adjacency. Not to mention that a highrez texture can also miss the point of the original texture.
What else? Oh, a while ago I did a Serious Sam page with some doodles. I don't think I've ever played the game, but it looks like it's fun, at least for a while.
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Wednesday, December 14, 2011
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Etiketter: Serious Sam, Unreal

Star Frontiers is an old sci-fi space opera PnP RPG from 1982. Here's my take on the main playable races.
I changed a few things, like making the legs of the bug-like Vrusk of varied length. I think it transitions into the torso better. 4+4 equal sized legs felt crowded and pointless.
The Yazarians are some kinda tall flying squirrel-monkey. I thought they looked a bit too squat in the original artwork, and I changed the anatomy of the gliding wings to better accommodate for worn gear and melee combat.
The Dralasites are perhaps the most fun of the playable races. They're amoebas, but appear to have a preference for a sort of humanoid, tripod figure.
There are actually two kinds of worms, the S'sessu and Sathar. They remind me a bit of the Ur-Quan. Perhaps there's a connection.
I don't like my Mechanon drawing. It's too greebly and unfocused. The Mechanon's faces are sort of similar to the Mechan's of Starflight. The Mechanon were introduced along with a few other races in one of the expansions I think (Zebulon's Guide to the Frontier?).
I also drew a Queequeg, because it reminded me of a Lovecraft creature. I don't like how my version of it turned out though. There's another similar looking creature that's kinda fun, the Edestekai.
Edit: Added more figures. I wanted the Osakar to be more alien, so I moved the upper torso down. The Ifshnit were generic Dwarves which didn't seem to fit the setting. I changed them into beard-owls. The Humma were plain kangaroos. I didn't know what to do with them, but I thought they should look less like animals trying to handle human equipment. I added some sideburns and SWAT-gear, and erected the pose. Perhaps with some Raptor claws they could be good at close combat.
You can easily find (what appears to be legal) PDFs of Star Frontiers' rule books and expansions online. It still has an active community.
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Monday, December 05, 2011
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Etiketter: RPG
So, three cold callers yesterday (land line). One called right after 8am. I can't block them because I run a company from home and do-not-call-list rules only applies to private numbers (NIX in Sweden). I don't have time to play games with them, so I think I'm just gonna tell them to wait, resume my work, then hang up after 2 minutes. Hanging up quickly only gives them more time to harass others.
I'm thinking I can get them to stay on longer if I leave the phone next to a radio or a sound source. I might have to do some experiments with a stop watch and graph paper ready.
A warning though: Some scammers specialize on calling from a pay number and hang up before you can answer. If you call them back to see what it was about, they try to make you wait and since you're the one calling, you'll be the one paying (probably a lot per minute too).
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Friday, December 02, 2011
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Etiketter: cold calling

Three games, three days of doodling.
The Final Fantasy Legend games (aka SaGa 1-3) are perhaps not very well known. I'm not sure if they even came out in Europe. The first one was released 1989 in Japan for the GameBoy. The game mechanics are different in each game, but the general idea of the games is that you can play many different kinds of characters. This includes the monsters that you fight (and eat), robots, cybogs, espers and humans.
Because the games are kind of abstract, they can do a bunch of stuff without having to think about art assets. The DS remakes of SaGa seem to have... limited themselves a bit because they had to show the player characters during combat.
For a FFL project, I'd like to see starter characters like:
I'd totally play a party of 4 skeletons, because I like skeletons. You couldn't do that in the FFL games because the monsters had to keep morphing since they couldn't be level'd.
Slightly related, somewhat recent, WIP.
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Tuesday, November 29, 2011
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Etiketter: Final Fantasy Legend