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Written by Jacob A Stevens
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Sunday, 01 May 2011 16:49 |
Despite having only released one screenshot of Pizza Vs. Skeletons so far, I'm hoping that one aspect of the game has been made clear: We are attempting to achieve a very unique visual style with the game. It is always difficult to summarize an aesthetic, but I'd say that Pizza’s look hovers somewhere between a dark, hand-inked, graphic novel, and the swirling dreamlike insanity of a Vincent Van Gogh painting.
As soon as I settled on this style, an important question was raised: How in the world would I animate it? First, let me admit something up front: I’m a decent animator, but I’m definitely no Miyazaki! Far, far, from it! I’ve always been partial to creating background art, and animation is a bit of a second language to me. Also, skeletons, even cartoon skeletons, are intricately detailed and unforgiving to animate. I didn’t feel confident that I could convincingly animate all the ribs, vertebrae, and phalanges using traditional animation techniques.
I had to construct a new animation process.
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Written by Paul Stevens
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Sunday, 19 July 2009 23:31 |
This is my favorite background wallpaper of all time, sized 1280x1024.
All of MadStone's excellent art comes from Jacob Stevens. I love all of the backgrounds in the game, but this one may well be my favorite, so I decided to resize the original high-res image into a wallpaper. After I realized how great it looks, I quickly set it as the background for all of my computers.
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Written by Jacob A Stevens
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Monday, 09 March 2009 22:53 |
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One of the toughest aspects of creating digital art is grasping how computers produce different colors. Mixing red, green, and blue light is quite different than mixing colors of paint. However, choosing colors via RGB values is fundamental to working digitally.
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This exercise will help you intuitively feel how red, green, and blue light combine to create the entire gamut of visible colors. We will also explore the opposite of additive RGB color mixing: subtractive CMY (cyan, magenta, yellow) color synthesis.
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Written by Jacob A Stevens
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Wednesday, 04 February 2009 21:43 |
There’s a nasty little problem that happens when you use hardware-accelerated textures to render sprites in a 2D game. The edges of your sprites, which look nice and clean in Photoshop, take on unsightly “ghost” outlines when the sprites are scaled, rotated, or drawn at non-integer coordinates. The outlines are fuzzy, blink in and out, and are painfully distracting! I ran into this problem in our first game, Cash Cow, and only now have I found a consistent way to fix it.
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Written by Jacob A Stevens
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Tuesday, 13 May 2008 19:43 |
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DarkTree Textures from Darkling Simulations is one of those hidden gems of the graphics world that has permanently changed the way that I create art for games. Using a sublime blend of art and mathematics, DarkTree Textures allows you to create images and animations that would be virtually impossible to create by hand. I commonly use DarkTree textures to create special effects like flames and smoke. This tutorial will introduce you to the power of DarkTree by showing you how to create a simple but effective explosion animation.
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