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Category — Projects

Hi-Poly vs. Low-Poly : A battle for speed!

Aldrich Tangpos As part of our epic questing in this era of video game creation, we are required to battle many fiendish processes that require lots of pre-planning, problem solving and general complex noodling. In this post, I am going to talk about one of those processes, specifically getting the visual richness of high polygon count geometry into a game that only supports a very limited polygon count. Don’t be fooled, there is a lot of steps in-between that requires a lot of attention, so if your not feeling like the sharpest tool in the shed, go get a coffee and come back when you feeling like a cognitive ninja.

Four low-poly critters, don't let the cuteness fool you, they will bite...hard

Four low-poly critters, don’t let the cuteness fool you, they will bite…hard

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November 1, 2011   No Comments

Critter Ball Launched

Adam Reed Check out the trailer for our new iPhone/iPad game, “Critter Ball”!

Critter Ball is available on the iTunes store here.

December 23, 2010   No Comments

Creepy Babies, Emotive Robots & Tom Hanks

James Dowell A while back we heard from Aldrich about how to animate movement, and how (and why) to make that movement convincing. But what about the models themselves? What about the actual appearance of what you’re animating? If you’re going to be animating something’s movement in a realistic way, surely you want that thing to look as realistic as possible, right?

Good god man, no!
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October 24, 2010   1 Comment

The True Story of How We Came Up With Our New Project

James Dowell This morning, Adam (Walker, that is) came in to work bright and early to find the door already unlocked and swinging in the breeze. Thoughts immediately turned to burglary, but nothing seemed to be missing. While checking on the whereabouts of the office silverware, however, he came across Adam (Reed, now), surrounded by piles of iPhones and engrossed in a frenzy of sleep-coding.

The Results...

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October 8, 2010   No Comments

Making a papercraft Critter

James Dowell Papercraft! It’s sort of like origami, but with fewer rules. And more glue. It’s making models on the cheap, and it’s pretty cool.

Hey! Adam Walker Studio make papercraft kits and templates! Let’s check ‘em out, and I’ll take you through the process of constructing one of our more popular models, a Critter from Arcade Trap.

Finished

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August 20, 2010   No Comments

Adam Reed Talks the Games of Arcade Trap

James Dowell + Adam Reed Shortly following the release of Arcade Trap, Adam Walker Studio produced two games featuring characters and themes from the short film: Memory Bytes and Critter Rush.

Adam Reed was the lead designer working on both games, and I spoke to him about the processes involved with the development of video games at AWS.

Critter Rush Critter Types

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August 19, 2010   No Comments

Arcade Trap Week: Sound Breakdown

Aldrich Tangpos So if you read/saw Monday’s blog post, you now have some idea of how the animation for the short film was created - but that is only half the story. The other half… sound!

Click on the “Read More” link below to watch a video that takes you through the sound design and mixing process.

Ninja Audio!

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August 18, 2010   No Comments

Character Designs for Arcade Trap

Adam Walker As part of the Arcade Trap week! enjoy this insight into the character design process behind the short.

Mad scribblings

The dangerous inner workings of the character design mind

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August 17, 2010   No Comments

Arcade Trap Week Starts!

James Dowell Adam Walker Studio presents the extravaganza that is: Arcade Trap week!

The 2008 AWS short Arcade Trap tells the story of a small boy who discovers a mysterious arcade machine and gets perhaps a little too engrossed in the game…

Enter the Arcade!

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August 15, 2010   No Comments

The Owl and the Pussycat

James Dowell Adam Walker Studio is pleased to present our version of Edward Lear’s 1871 nonsense poem, The Owl and the Pussycat.

The Owl and Pussycat animation

This piece started out in 2003 as a training exercise for Trent, one of our 3D animators, to experiment with new 2D animation software. We then employed 2D animation within several professional projects, but never forgot about The Owl and the Pussycat.

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August 13, 2010   No Comments