Appreciate the Small Victories

17 04 2015

About 8 months ago I had, sort of on a whim, created a texture and material package of various wood textures (floors, walls, etc.) and put it on the Unity Asset Store. Not being very good at self-promotion nothing really came of it, which I guess was to be expected. However, a couple days ago I got an email that told me I had received some money from Unity. Turns out someone bought the texture pack last month. Turns out someone else bought it this month too. Granted that’s just two sales, but as the title points out, appreciate the small victories. And I want to thank both those people that bought the package, even if they never read this, and even if they think it’s bad and they wasted $2. I’m still grateful that those two people thought the package was at least worth more than a glance.

Technically this also makes me a professional designer now, so yeah, small victories!

I swear I’m still around, honest

15 03 2015

Haven’t had much time to work on anything recently. My day job sent me off to Arizona for a week, which was admittedly pretty cool, but not really related to this blog. So, moving on!

Been playing Homeworld Remastered. It’s still really janky, such is the problem with porting Homeworld 1 into an updated Homeworld 2 engine, but it’s still Homeworld and it’s still fun and it’s still evoking the same feelings the original game did for me. Also nice is the ability to make custom emblems…which of course means its time to put emblems from other sci-fi properties into it…

AndrossScout CornerianInterceptor StarfoxAttackBomber

Yes, I am still a huge nerd. And while it’s still broken in a lot of respects, Gearbox and the modding community are doing a lot to fix it, so I think in time it’ll be great again. Plus the game looks gorgeous.

On the art front I’ve been doing more enemy designs, specifically making some enemy fighters that look more like modified mining craft:


In this case, the cannons on the front were originally drills. I’m still working on more designs but this week I’m also getting more into the actual tech of the game. More to come later.

Apologies for the lack of updates

3 07 2014

Due to a few extenuating real-life concerns I haven’t really been able to work on my games and other projects as much recently, but I have been working on them. Shuffle Breaker is getting some feedback and adjustments from the people at TIGSource as well as some of my friends. I also finally went back and textured the ship I was working on in Blender, deliberately going for a very flat, retro style:

Golden Jackal Front 3/4 View Golden Jackal Back 3/4 View

Granted it’s not perfect, but I think I learned quite a lot from doing it.

I’ve also been working on making textures and materials in Unity as a way of increasing artistic output. I did a set of wood textures which I think came out pretty well:

Two Types of Flooring Wood Paneling Basic Painted White Wood Fill with texturing A larger view of the test room

I’ve made diffuse, normal, and specular maps for everything, learned quite a bit, and feel pretty accomplished. I’m hoping maybe in the future to have something up on the asset store but we’ll see how that goes.

Sign, Sign, everywhere a Sign

23 09 2011

In between working and experimenting with Unity I’ve also been helping a couple friends work on ArmA II maps that they’ve been tweaking. One of which is a basic training mission with various firing ranges and whatnot spread out over the landscape of Takistan (the setting of ArmA II: Operation Arrowhead). I noticed that the firing ranges were missing something, namely signs regarding safety and proper weapon handling and what-have-you. My friend, half-jokingly said “You going to make them?”

As a matter of fact yes I am.

Terrible Twos: Moai Caldera TF2 Map Dev Blog #2

31 05 2009

Day two of my forays into the creation of the “Moai Caldera” didn’t go very far, since I kept stalling out on a couple things. (click to read more)