These last couple months were a blast creating concept art for the game maps and costumes for the pandas. Each asset I created was careful placed and color adjusted to fit the color scheme of the different worlds by the talented Hamzah Kasom. While he did that, the favorite panda costumes were cleaned up and added to existing animations within CocoStudio’s animation editor.
Here are some of the art asset sheets that I’ve created for our most recent game Panda Pandamonium available for iOS devices and coming soon to Android.
Here is a quick look at the animation process I used for a power-up character in Panda Pandamonium, available at the app store https://itunes.apple.com/us/app/mahjong-panda-monium-free/id814737690?mt=8
Here is a collection of animation I provided for the game Fetch for Big Fish. Character models for alligator, Bernard (old man) and coconut eating bird were created by me. I rigged the gator and bird.
music: The Time To Run by Dexter Britain
game is available here for iPad and will be coming out for iPhone shortly
This game was such a delight to work on. The team of nine that put this together worked with such a great dynamic. Brian Thompson was Art Lead, Chris Campbell was Producer and together with Peter Yiap, Lead Programmer, they pieced together many of our ideas into this fun game. The amazing background art was created by Hamzah Kasom, Soi Che, and Brian. Chris mapped out the game play with Powerpoint which gave us a road map to follow. Character animation was done by Rebecca Coffman and myself, with assistance in environment animation by Hamzah and the programmers. On the programming team, we have Ryan Hoaglan, Sean Richer and Peter Yiap. Those guys did an amazing job making Flash their b**ch.
We started the game not knowing exactly what direction we were going. We had a lot of great ideas and mini games planned. We did tons of concept art and explored so many possibilities. That’s really where the fun is at. Always asking “what if?” But then once we got the story together, the world really began to take shape.
I animated the mice, some of the dogs, the gator, coconut eating bird and Bernard (Embark CEO). Rebecca did a wonderful job animating 95% of Milo, Iris, pirates and giving those robots so much personality. Our goal was to match the animation with the world Milo and Bear lived in. It was a nice mix of hand drawn and CG. I can’t say enough about the backgrounds. I hope to one day be able to paint half as well.
It was a true team experience creating this and, I think, it shows. We all have something to offer and there were no bad ideas. I can’t wait to make another game with this crew.
I hope everyone out there enjoys playing it as much as we enjoyed making it.
I remember seeing this a few months ago and feeling really inspired by the animation and the story. It’s well deserving of its reward.
I’m beginning to animate a dog and found this link on Vimeo. It’s great reference and advice. Hopefully it stays up for a while so I can refer to it again in the future. Thank you CGMeetupTeam
Here is a compilation of animation I created for Drawn, produced and published by Big Fish Games. These two games, Dark Flight and Trail of Shadows, have been a ton of fun to work on. The games are great to play and beautiful to look at. What I really enjoyed about it is that I was able to animate using several different tools. I got a chance to provide hand drawn animation, modelling and animating in CG and post production effects in After Effects. There’s much more I’ve done for the games while animating in the level editor but you’ll have to play the games to see them.
This game was a lot of fun to work on. I thoroughly enjoyed every animation task I was handed. Each project on this was a learning lesson and inspired me more and more to work on my illustrative skills as well as pushing my knowledge in animation. I hope to post the scenes I worked on soon, but I encourage everyone to try the game out.