Illustration Friday

IF: Impossibility

“As hard as it is for us to see sometimes, we all exist

within the realm of possibility. Most of the limits

are of our own worldÒ€ℒs devising. And yet,

every day we each do so many things

that were once impossible to us.”

The Realm of Possibility, David Levithan

My sister introduced me to this touching novel when I was in college. The book covers the lives of high schoolers who grapple with various life situations. The author presents each character’s story in the form of a poem. The illustration above portrays the novel’s titular poem, that centers around a gay couple, Daniel and Jed, who are celebrating their 1st year anniversary and reflect how they beat the odds by staying together.

It’s a very poignant and inspiring book. (Easy read too!) I highly recommend it.

Updates

Yay!

animation mentor banner

I was accepted for the Fall 2009 term of Animation Mentor!!! I can’t wait to learn from some amazing animators and meet awesome people. I’ll need to brush up on my Maya this summer. πŸ˜€

On another note, I’ve updated my artblog under the hood, with a more modern WordPress theme and version. Comments now include Gravatars and threaded replies. (Thanks to my friend, Tina, who also has a brand spanking new webcomic out.)

Thanks for visiting!

Sketches

Georgia Aquarium

The other weekend, my boyfriend and I took a trip down to Atlanta to visit the Georgia Aquarium. The place was ginormous! They had everything from whale sharks to otters. I did some gesture drawings of the fish there using my pen. Later, I water colored them while waiting for my car to get new rear brakes, eheh.

The cuttlefish were one of the most fascinating fish I saw at the aquarium. They are incredibly mobile. They can choose to use either their fin ‘skirt’ to swim like a regular fish or shoot backwards like a squid. Their front ‘mouth’ area has tentacles for grasping their food.

The Japanese spider crabs were humongous (and looked awfully delicious). I loved how they lumbered through the tank’s floor with their spindly legs. They were so alien-like.

The otters were probably the toughest for me to capture with my pen. It was a good challenge trying to catch their movement since they have the energy of a 5 year old. The one otter I drew was trying to pull out an ice cube formed within a plastic bucket.

The belugas were beautiful. What the sketches don’t fully convey is how ripped they are! They seriously have 6 pack abs. Their muscles were so well-defined that it almost looked like there was a human inside a beluga suit.

One thing I tried to practice was something I read from Walt Stanchfield’s notes: he stressed the importance of using a continuous line when gesture drawing. And I have to say, it really does make a difference. I feel more loose and relaxed drawing in this manner.

Have a Happy Easter weekend, everyone!

Illustration Friday

IF: Fleeting

Last night, my family rented the movie “Let the Right One In”, a Swedish film about a 12 year old boy who befriends a vampire. It was a bittersweet, yet beautiful story, reminded me of “Pan’s Labyrinth”. The Illustration Friday word this week really held true for Oskar and Eli, whether it’s Oskar’s short life compared to Eli’s immortality or the prominent snowy backdrop in the movie.

I have a lot of anatomical issues with this one. Also, I can’t stop being heavy handed when I ink. I guess that’s what practice is for. πŸ˜‰

Points of Interest

GDC 2009

gdc-logo1

I’ve been traveling all over the place this past month, but I’ve finally compiled some notes from one of my trips: the Game Developers’ Conference 2009! I went with my company to help run the recruiting booth and attend classes there, and it was a blast. The following are impressions of the lectures I’ve attended along with a link to my .doc file with all my typed notes. I tried to include links to the slide or videos whenever available. Hope you find them useful!

Overall, I had a great time and learned tons at GDC. The last time I attended GDC was as a student volunteer, trying to break into the industry. It’s eye-opening on how different it is from the other side of the coin. πŸ˜‰

Download: GDC 2009 Lecture Notes (Word .doc format)

Media Molecule: ‘Winging It’ – Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET


I was very excited for this lecture because I am a huge fan of LittleBigPlanet and really admired everything about Media Molecule’s game from physics, art direction, to a very open game design aesthetic. I was under the impression this session was going to be a post-mortem of their title, along with explanations of their process of conceiving such a creative art/design direction with a small staff. Empowering players to create their own levels and share them sounded like a hefty task from a design perspective since you can’t always predict your user base’s actions. The speakers, technical director, Alex Evans and creative director, Mark Healey, are brilliant for their work on LittleBigPlanet, but I felt that the whole session was delivered impromptu. Perhaps the other LittleBigPlanet sessions were better since they were more focused on one particular aspect of the game.

Modular Procedural Rigging


This talk, led by David Hunt, discussed the rigging tools and techniques used for Bungie’s Halo games. Wow, talk about an overwhelming amount of information! There were so many fantastic ideas on how to wrangle the animation assets of a large scale project, in addition to various techniques used for scripting rig components. I really wished this session was 5x longer so we can go into greater detail on how the Bungie TD team developed these animation tools. I’m not well-versed in scripting and creating custom tools, but going to this session makes me want to learn more. The slides (which are linked in my .doc file) are definitely worth a read if you want to learn more about their process.

Self-Limiting Rigging Methodology Used on GOD OF WAR


It was interesting comparing the “Modular Procedural Rigging” session to the “Self-Limiting Rigging Methodology” session because both studios tackled AAA projects with different perspectives. While the MPR lecture advocated having a rigging toolbox that animators can customize to better suit their animation needs, the technical artists of the GOW team (which were a really small team compared to Bungie’s) tried to standardize one rig to cover a vast variety of bipedal characters. The methodologies were almost counter to the previous lecture. It was neat to see the differences, and it shows that there’s never one ‘right’ way to solve a problem. Unfortunately, I don’t have any notes for this lecture in my .doc file, primarily because the lecture went by so quickly. If anyone can find their slides, I would greatly appreciate it!

Solid Game Design: Making the Impossible Possible – Hideo Kojima Keynote


Hideo Kojima + very entertaining slides + simple, yet insightful design explanations for Metal Gear Solid series = AMAZING presentation. I highly suggest watching the presentation for yourself on Gametrailers.com. I have the link on my .doc file.

Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM – In-Game Artwork and Beyond


One of the ties for favorite lectures at the GDC, the presentation for the PS3’s Naruto title delivered everything I wanted to learn about the art pipeline and process. I’m not sure if I can find the slides for these since the speaker, CEO/Representative Director, Hiroshi Matsuyama, requested that no pictures be taken during the presentation (unless you were press). There was a chock full of information for how Cyber Connect 2 achieved the anime look of Naruto and ensured that it lived up to its license’s visual style. I loved how their solutions for emphasizing the stylized art direction were very practical. I took a lot of notes for this lecture in my .doc file, so enjoy!

Cinematic Game Design III: Action!


The last lecture I attended was the “Cinematic Game Design III: Action!” where the speakers, Lead Single Player Designer of Kaos Studios, Richard Rouse III, and Cinematic Director of Big Huge Games, Marty Stoltz, described various cinematic techniques from movies developers can use to heighten the action for their titles. It was very well presented; they would first give a film example illustrating the technique and then a game title that successfully achieves the desired effect. Check out the link in my .doc for their slides.

Illustration Friday

IF: Legendary

Working on the computer all day makes me miss sketching immensely, which is why I am going to try to participate again in Illustration Friday.

For the topic, “Legendary”, I decided to go a more literal route with a David/Goliath theme. I love stories where the heroes, regardless of how impossible their obstacle, still choose to face it. As Sam told Frodo in The Two Towers, “Folk in those stories had lots of chances of turning back, only they didn’t.”

I used a brush pen along with some markers. As you can tell, I’m pretty rusty. Hopefully with more practice, I can back into it. Oh, and can you tell I love Shadow of the Colossus? πŸ˜‰

WIP's

*koff koff* Run/Vault wip: Blocking *koff*

I was planning to work intently on this, this past President’s Day weekend, but I caught a pretty bad coughing bug. Since I can’t seem to sleep due to my coughing, I decided to post this really quick.

I based this off of the sketches I drew a little ways ago, along with some reference for the ‘kong vault’ I’ve found on Youtube. I’m still not sold on the first section of the blocking; his poses don’t look so strong for doing that preemptive hop before leaping. Also, does the overall animation look too slow?

Once I recover, I hope to get back to animating and give this the attention it deserves.

Animation · Points of Interest

Eat Lead!


(Screenshot taken from Gamespot).

Now that we’re mostly wrapped up on my company’s project: Eat Lead: The Return of Matt Hazard, our publisher has been sending out gameplay videos and screenshots to the press.

One of the videos released is one of the bosses I’ve worked on in the project, Altos Stratus. I’m a humongous Final Fantasy nut, so working on a villain that spoofs Japanese style RPG’s was a real treat for me.

Our project’s viral marketing campaign (complete with terrible graphics and fake bloggers) and voice talent were incredible. I’m very lucky to have been part of such a unique and interesting title.

Be on the look out. The 360/PS3 game hits store shelves in the spring!

WIP's

Run WIP: Planning

I’ve started planning for my next animation! Keeping with the parkour theme, I want to try doing a run with vaults/jumps over objects. I love their poses as they jump over things, so I want to experiment with that. Something a little shorter, but just as focused. Since things have been busy at work, I’m not quite sure how much time I can dedicate to this, but we’ll see.