Fantasy image of an Orc Champion, created using a combined 3D to 2D workflow utilizing polygonal modeling, 3D sculpting, 2D digital painting and a little 2D photo-bashing. With a rough idea in mind prior to beginning work, we dove right in creating a sketch signature prop design for the piece: The four-blade combined axe and mace. After having arrived at a satisfactory concept sketch, we proceed to make model of weapon. The 3D model of the prop was brought into a 3D sculpting program, in which a character mesh was created, costumed, and posed. This model was then exported from
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Category: Artwork
Cyber Speed – Prototype
Development video of working title ‘Cyber Speed,’ a face-paced physics based tube racer.
Surface Scavenger
The above image was created using two concepts previously created related to a Mars colonization based IP we’ve been developing. Already in possession of a basic structural design for the character and vehicle (below) made constructing a more detailed image far easier. We were free to focus on the ‘how’ without needing to worry to much about the ‘what’, so to speak. For those who have followed our blog may remember the ‘Scavenger’ concept as part of a character and costume study we created several months ago. First, a rough line sketch was created to establish the character’s pose. Several
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Adventure Beyond Time VR: Development
The below is a brief description of early development into Adventure Beyond Time VR, an exploration into creating a technically demanding virtual reality experience. Some of the technologies and design techniques employed are discussed. Overview Adventure Beyond Time, is a point-and-click puzzler which attempts to create an immersive and complex world. The location of the game, a mysterious island where time doesn’t obey the familiar rules, acts as a strong character in the narrative progression. Wanting to bring the story to a new audiance, we have begun moving the concept to the virtual reality format. The original point and click
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3D Model: Green Crab [Carcinus Maenas]
The below article overviews the creation of above pictured 3D model, from reference image capture, polygonal modeling, and final texturing. Dissection and Photography Having discovered a freshly deceased Green Crab [carcinus maenas] in the surf of the Acadia Maine coast, we took the opportunity to photograph and dissect the creature. Once having captured imagery of the complete crab from a satisfactory number of angles, we proceeded to lift the dorsal carapace and remove each limb at the joint where it met the main body. Orthographic images of each limb where then captured: the photo of the anterior side of the
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Game Development: ‘Room’ Structure
The below is a brief explanation of how graphic assets interact with the programming as implemented Mystery on Telescope Hill, Adventure Beyond Time, and The Secret of Chimera Labs. The graphic assets used in this article are from The Secret of Chimera Labs, specifically the ‘Second Floor Cart’ conceptual space; The Secret of Chimera Labs contains approximately 120 such conceptual spaces. The style of game employed in The Secret of Chimera Labs is often described as a ‘Room Escape’; and, indeed, moving through of series of spaces is an object of the gameplay and narrative progression. For this reason the
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3D Model: Owl Statue
Geometry: Polygonal Quads/Tris, Polygons: 1,282, Vertices: 1,183, Textures: Yes, Materials: No, Rigged: No Animated: No, UV Mapped: Yes, Unwrapped UVs: Yes, non-overlapping 3D Model of Owl Sculpture. FBX, OBJ, Blend, MA, MAX File formats Available. Diffuse, Normal and Specular Texture Maps. UV-Unwrapped Orthagraphic reference photos of statue taken at Kishimojin Temple during the Nichinen Festival in Zoushigaya, Japan. These photos were used to model the 3D object. Additionally a photo of granite surface, photographed in coastal Maine, USA, used as supplementary bitmap during texturing process. Keywords: owl, bird, statue, fowl, ornament, sculpture, fixture, book, desk, antique, wizard, study, symbol, library,
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3D Model: Paper Lantern
Geometry: Polygonal Quads/Tris, Polygons: 1,082, Vertices: 1,080, Textures: Yes, Materials: No, Rigged: No, Animated: No, UV Mapped: Yes, Unwrapped UVs: Yes, non-overlapping, 3D Model of Japanese Paper Lantern. Blender, FBX, OBJ file formats. UV Unwrapped. Diffuse, Normal, Specular and Incandescent maps available. Two texture sets: one with calligraphy and symbol, one without. Keywords: light, lantern, candle, asian, japanese, japan, china, chinese, lamp, oriental, shop, sushi, lighting, decor, tokyo, exterior, interior, decoration, street, night, design.
Music: Kishimojin
Audio recorded at the Kishimojin Temple during the Nichinen Festival in Zoushigaya, Japan on October 15th, 2016, with Canon T3i on-board mic.
3D Model: Starfish Creature
Geometry: Polygonal Quads/Tris, Polygons: 2,056, Vertices: 1,995, Textures: Yes, Materials: No, Rigged: No, Animated: No, UV Mapped: Yes, Unwrapped UVs: Yes, non-overlapping. 3D model of a Starfish… Or maybe an Alien Creature !. FXB, OBJ, Blender file formats. UV Unwrapped. Diffuse, Normal and Specular textures included: 5 different diffuse maps, 2 different normal maps. 3d model > nature > animal > sea creatures > fish > sea star, 3d model > characters > mythological creatures > fantasy and fictional creatures > alien Keywords: space alien sea creature ocean life water star fish starfish monster bug horror reef coral beach underwater
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3D Model: Mutant Growth Pod
Geometry: Polygonal, Polygons: 844, Vertices: 844, Textures: Yes, Materials: No, Rigged: No, Animated: No, UV Mapped: Yes, Unwrapped UVs: Yes, non-overlapping, 3D model of Mutant Growth. Diffuse, Normal Specular Maps included. UV Unwrapped. characters > mythological > creatures > fantasy and fictional creatures > alien nature > plants Keywords: alien seed pod space spore plant bulb flower egg scifi science fiction growth seeds fruit farm forest tree monster mutant halloween mad
3D Model: Take Out Container
Geometry: Polygonal Polygons: 906 Vertices: 880 Textures: Yes Materials: No Rigged: No Animated: No UV Mapped: Yes Unwrapped UVs: Yes, non-overlapping 3D Model of Take Out Container. Open Container, Closed Container, Sauce Packets, Chopsticks and Food. OBJ, FBX and Blend File Formats. Diffuse, Normal, Specular and Alpha Maps. Originally produced for The Secret of Chimera Labs 3d models > food and drink > food container > takeaway food container > chinese food container Keywords: food, takeout, take, out, chinese, asian, restaurant, container, meal, delivery, cheap, japanese, sushi, fast, noodles, rice, junk, diet, chopsticks, sauce, leftover.
Concept Art: Martian People
See how one of these concepts was expanded in a later concept work ‘Mars Surface Scavenger.’
3D Model: Tombstones
Geometry: Polygonal Polygons: 1487 Vertices: 1462 Textures: Yes Materials: No Rigged: No Animated: No UV Mapped: Yes Unwrapped UVs: Yes, non-overlapping 3D Model of Gravestones. Diffuse and Normal Texture Maps. OBJ, FBX, and Blend file formats. Textures taken from photo reference shot at Stowe Vermont Village Cemetery. grave cemetery gravestone graveyard tomb Halloween horror old stone funeral tombstone crypt dead spooky scary church skeleton undead vampire zombie architecture > urban > design > graveyard > grave Keywords: grave cemetery gravestone graveyard tomb Halloween horror old stone funeral tombstone crypt dead spooky scary church skeleton undead vampire zombie
Concept Art: Terraforming Mars
Digital paintings of Martian terraforming in progress. This world is in a middle stage of terraforming. Over the millenia, the once thin martian atmosphere has grown, and the planet has warmed. The carbon dioxide and dust and metal laden atmosphere has started a small greenhouse effect, and in the summer months, the mid-latitudes reach above freezing. Whatever idealism propelled the first settlers has long been forgot by most Martian people.

Animation Walk Cycle
12-frame walk cycle animation showing core body components. The ‘turning’ animation (lower right corner) has only 8 frames. ‘Idle’ frames located bottom center. The animation is for a new Aircamp adventure title currently in development.
Illustration: The Eye of Horus
Cover Illustration and Title-Text Mock-up for “The Princess & Thief: The Tears of Hathor,” a Young Adult Fantasy Novel set in the Middle East during the early 16th Century. Previous black and white renders were borrowed to rapidly attempt a visualization. Several other concepts have been tested up to a rough color mock-up. The mystery created by the enigmatic symbol ultimately driving design direction toward this composition. The final render utilizes a combination of 3D render, photographic montage (‘photo-bashing’), and painted strokes. The square composition was chosen to enable excess crop and bleed in layout process. Expected target format is
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Character Sketch: Samuel
Pixel Art sketch of friendly character for science fiction project in development. Inspired by Hideo Kojima’s 1988 ‘Snatcher’ .
The Floating Castle
Concept development sketch for ‘The Floating Castle.’ An alien portal opens a door to a realm of insanity.
Jungle’s Edge
“The Jungle’s Edge,” In game assets from Adventure Beyond Time. Creation of this piece of the game world went a very long way toward establishing the Beyond Time universe. The shape of the submarine was directly inspired by the obelisk in 2001: A Space Odyssey. The initial development concept of Adventure Beyond Time had the early game world bathed in the orange glow of the evening sun. During creation of this the Submarine Jungle Edge Image a different sky temperature was attempted. The render immediately informed the design of the island: wet and misty. Furthermore, the soil around the base
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The Horizon Project
“Periodically through the course of history, opportunities to advance human knowledge and capabilites have arisen and thrust themselves before the eyes of our species which but just brief time earlier were entirely unimaginable. The taming of fire, the domestication of plant and animal, the discovery of a helio-centric universe, human flight and robot butlers are no less spectacular than the possibilities which await us now. The question which we are posed: Will human-beings become a multi-dimensional organism? Or, will we waste complacently into oblivion within the confines of the backwater 3.5 dimensional structure we have called home for so very
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Illustration: The Tears of Hathor
‘The Tears of Hathor’ – Princess and Thief, Young Adult Fantasy Novel Illustration.
Illustration: Gift of Scarves
‘Gift of Scarves’ – Princess and Thief, Young Adult Fantasy Novel Illustration.
Illustration: This is too easy…
‘This is too easy…’ – Princess and Thief, Young Adult Fantasy Novel Illustration.