Posts from — April 2008
Enter the internet Interactions
So here we are, ever closer to finishing off the Critter Flash Game. It’s always a good feeling knowing a project is soon to be finished, makes me feel warm and fizzy in the inside… not really
Anyway, Adam has come up with a cool idea for the new AWF website. Before I get all detailed on you I should let you know that the new website with be fully interactive, yes, very fully interactive. Almost like facebook without the extreme amounts of load time
So the idea Adam has come up with is to allow users who visit the website to keep small tamagotchi creatures for their profile, these creatures range from characters from our projects to everyday things like the zodiac star signs. Basically once you have one you can feed it, make it fight, fall in love, etc. Already we’ve started our first bunch of creatures…

April 24, 2008 No Comments
CICDAF 07 Pics
Today I ran into an old uni lecturer who asked about how the recent (not really) festival trip to China went, so I thought I should share some of the happy snaps of the trip from my phone.

The Bund (the old English area of Shanghai) at night - very pretty.

Cosplay - no wonder I love China!
April 23, 2008 No Comments
Playing with the new Apple Man
Thought I might share a couple of animations I did of the Apple Man (an apple with legs - and other bits!)
April 23, 2008 No Comments
Vray Physical Camera - Friend or Foe?
Do you want to create a camera that simulates a real world camera? Do you want to do specky renders with fancy vignetting, dof, and motion blur? Do you like waiting 20 hours for a single 1024×576 frame to render?
April 16, 2008 No Comments
Daughter of God - More Storyboards
It has been a while between blogs so it’s apparently time for an update. The work I’ve most enjoyed doing this year was storyboards for the short film “Daughter of God”. I spend most of the time on a computer so just drawing lots of rough thumbnail sketches for several days straight was kind of fun. These are not the final storyboards however, more to work out how many shots there will be, what props and scenery we will need and whether the whole thing makes sense. Below is my treatment of sequence 6. As you can see it’s fairly rough, most of the time on this is spent thinking of the best layout for each shot (which camera angle, where the characters are in relation to each other) and whether the sequence flows well. Sequence 6 focuses on a tense confrontation between the hero, named in the script only as “Old Soldier” and a group of assassins sent to take the Princess from his care. That’s it for now.

April 10, 2008 No Comments
The quietness of loud game sounds
Right now, Critter Rush is shaping up to be our favorite game, it’s those damn red coloured balls I tell ya… so lovely. Once you see one of them, you’ll want more.
Anyway, there is still one important element missing in the game, and that is SFX’s. Yes I now do SFX for small special projects like these and for this game to work it needs lots of satisfying sounds, sounds that makes a player giggle and want to listen to it again. So, equipped with an endless amount of SFX libraries and an out-of-this-world ninja mind, it’s now a matter of finding those particular sounds and remixing, of course I’ll tell you how

April 10, 2008 No Comments
Our cute little Gold Panda
April 2, 2008 No Comments
