I did all the special FX & animations, with the exception of the subtitles and the "versus" shots.




Saturday, August 15, 2009
Bivouac Urbain
Last weekend I participated in a video game making competition called "Bivouac Urbain". It was a pretty neat experience. The whole thing was set up outside in a park with included food, drinks and even a masseuse (I know what you're thinking and no, there were no happy endings of that sort)! There were also some bands performing on stage nearby. I was even featured on the local news!

Matt Fuzz performing his 8-bit jamz on a giant NES.
After a general theme was announced, each team had 48 hours to create a game prototype. Unfortunately, our team of 5 was unable to complete the game in time. The programmers didnt have much experience in Action Script, so although we had all the art done, none of it functioned very well as a game.

Our team. Easy to tell the programmers from the artists, ain't it?
The theme was antithesis. We chose to do Black & White VS Color. As a white glove, your character needs to jump from planet to planet and "infect" them with B&W paint while avoiding brushes that try to color you. Since white gloves on cartoon characters in the 30's was pretty standard, it seemed natural to have a white glove represent the forces of B&W. I thought it was neat to play as the conservative character who resists change and innovation.

The opening title screen.

An in game screenshot. A lot of the environment was done by the other artist on the team, Mike Bisson.

Concept sketches for the main protagonist, Handy.

Concept work for the enemies, later replaced by brushes.

One of the first concept sketches, done during our brainstorming phase.

Matt Fuzz performing his 8-bit jamz on a giant NES.
After a general theme was announced, each team had 48 hours to create a game prototype. Unfortunately, our team of 5 was unable to complete the game in time. The programmers didnt have much experience in Action Script, so although we had all the art done, none of it functioned very well as a game.

Our team. Easy to tell the programmers from the artists, ain't it?
The theme was antithesis. We chose to do Black & White VS Color. As a white glove, your character needs to jump from planet to planet and "infect" them with B&W paint while avoiding brushes that try to color you. Since white gloves on cartoon characters in the 30's was pretty standard, it seemed natural to have a white glove represent the forces of B&W. I thought it was neat to play as the conservative character who resists change and innovation.

The opening title screen.

An in game screenshot. A lot of the environment was done by the other artist on the team, Mike Bisson.

Concept sketches for the main protagonist, Handy.

Concept work for the enemies, later replaced by brushes.

One of the first concept sketches, done during our brainstorming phase.
Wednesday, June 24, 2009
YOU-BEE-SOFT

Long time no post, I know.
I've been interning as a 3D animator over at Ubisoft Quebec city. It's a pretty sweet gig really, since it's a huge company, you get lots of great perks like popsicles, popcorn and beer. Not to mention discounts on games and the ability to borrow books on animation or games or movies from the studio's library. I've learnt how to use 3D Studio Max, as well as how to function within a game pipeline. Naturally, I can't really mention what I'm working on, but it's shaping up to be a pretty cool title.
I must say though, working 40 hours a week somehow seems more time-consuming then whatever ridiculous hours I put in at school. Just seems like the days aren't long enough to work, do your own work and play. I wonder how people manage with children.
I've got some new junk to post up soon.
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