3D Model of Dragonfly

3D Model: Dragonfly [Epiaeschna Heros]

This 3D model of a Swamp Darner (Epiaeschna heros) Dragonfly was created from photo reference taken from a recently deceased specimen. The photography, modeling and texturing techniques employed are similar to those used to create our 3D Green Crab model [carcinus maenas] previously. Dissection and Photography Adult dragonfly typically live only about two months. We were able to identify this specimen as female by the shape of it’s two tail-fins at the extreme end of the abdomen. The species is one of the physically largest of dragonfly in North America. Found throughout the Eastern United States and Canada, westward to
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Concept Art: Surface Drifter and Quad Roamer

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: DevelopmentRender.

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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A Brief History of Cryptological Systems

Below is a brief description of ten different crytological systems used between 650 B.C.E and the present. This is by no means an exhaustive list, notably absent is the work of Ahmad al-Qalqashandi (1355–1418 C.E.), the work of Charles Babbage (1791-1871 C.E.), the Japanese Uesugi and Angōki B-gata (暗号機B型), or Purple, systems from circa 1500 C.E. and 1937 C.E. respectively, and the work of Navajo code-talkers during World War II. However, the concepts presented here are inclusive of the methods employed by these systems. This text appears in The Secret of Chimera Labs, a point-and-click adventure game from Aircamp Games,
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3D Model: Green Crab

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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The Secret of Chimera Labs 'Room' Structure

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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etymology of Chinese Characters

Oracle Bones to Modern Script

An Etymology of Chinese Characters: Oracle Bones to Modern Script. Adventure Beyond Time features several puzzles that utilized actual historical facts and iconography, including one that focused on the the etymology of Chinese written characters, know today as hanzi (simplified: 汉字, traditional: 漢字). The earliest form of Chinese writing appeared on what today are referred to as ‘oracle bones’. Oracle bones (Chinese: 甲骨; pinyin: jiǎgǔ) are pieces of turtle shell or bone, normally from ox scapulae or turtle plastrons, which were used for pyromancy – a form of divination – in ancient China, mainly during the late Shang dynasty. The
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Concept of Carter Dams for Martian Terraforming projection

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.

Example of dna strand segment represented by letters

DNA as Puzzle Design

The Secret of Chimera Labs features a puzzle about manipulating a strand of Deoxyribonucleic Acid, DNA. The puzzle consists of two redundant mono-alphabetic substation ciphers, a pattern-match, item assembly, and player action. The ciphers are redundant not because they are the same, because only one needs to be utilized in order to solve the puzzle. Deoxyribonucleic acid (DNA) is a molecule that encodes and carries genetic instructions used in the growth, development, functioning and reproduction of all known living organisms and many viruses. Hydrogen, Carbon, Nitrogen, Oxygen and Phosphorus are the elements which are found in DNA. The structure of
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3D Model of Greek or Roman Trireme Warship

3D Model: Trireme Warship

Geometry: Polygonal Polygons: 18,725 Vertices: 18,498 Textures: Yes Materials: No Rigged: No Animated: No UV Mapped: Yes Unwrapped UVs: Yes, overlapping 3D Model of Greek or Roman Trireme WarShip. FBX, OBJ, and Blender file Formats. Diffuse, bump and specular texture maps. UV-Unwrapped. Originally produced for Adventure Beyond Time 3d model > vehicles > vessel > sailing ship > trireme Keywords: roman warship bireme trireme sea vessel ship war boat navy military tower italy rome ocean rostrum bridge deck hull sail oar row slave captive wood

Illustration: 'Eye of Horus'

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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A history of consumer portable networked computing

A History of Portable Networked Computing

1966 – Tricorder science fiction, multipurpose portable networked computing and sensory device 1968 – Xerox PARC GUI & TCP/IP Alan Kay : a “personal, portable information manipulator” was imagined Xerox PARC in 1968, and described in his 1972 paper as the “Dynabook”. 1969 – ARPAnet started (Advanced Research Projects Agency network). It was opened to public users in the late 1970s and many universities and large businesses went on-line. 1975 – IBM 5100 $8,975 (BASIC with 16KB) to $19,975 (BASIC+APL with 64KB) Discontinued: 1978, CPU IBM PALM processor clocked at 1.9MHz. Small professional market place. 1977 – Apple II 1977
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The Jungle's Edge - Adventure Beyond Time

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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Chessia - Dwarf and Goblin Character Concept Art

Character Development – Workflow

This is a step-by-step walk-through of how the above images above were created. Both use a very similar workflow, which is outlined for each below. These images were rendered using Adobe Photoshop. Part 1: Dwarf First quick line concepts were created for the character. In this case we were looking for a dwarf. These sketches are designed as an iterative process – during which different ideas are explored, either by varying upon a theme or attempting alternate conceptual directions. Then, a group of sketches are selected for continued development. In this case, nearly all the sketches were chosen for the
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