Up to no good

I’m working on a very large and wholly different project now, so the after a very short period of time the future of this site is already in question. Which is not that big of a problem considering the low visitor count…

Episode 2 of my webseries

I released episode 2 of my latest webseries a few days ago. Right now I’ve decided to focus on live-action work, so game development as well as most animation work has been put on hold. That can, however, change quite quickly whenver I get the urge to do something different.

Art styles, art styles

While I want to continue to shoot more liveaction stuff in the near future, I’m never quite satisfied with what you can do without a budget, proper actors, propers locations, proper anything really. So that (among other things) is a good reason for the visual storyteller in me to continue with animation work. Right now I’m considering a remake of one of my first real 2D animation projects. The animated GIF below shows me testing out art styles for 2D characters.

Character Test

And if you haven’t seen the mock trailer for Breaking Even yet, you can watch it here:

Social Me…dia.

So lately I have upgraded a little on the social media front. I (re)registered a Twitter account today. Before that, I already experimented with linking my YouTube account with my regular Facebook profile, but I don’t think that really helps in any way. I might start a real Facebook page, but I don’t really see how that would be necessary considering hardly anybody reads this blog.

Even though I would like it to be different, my main focus is YouTube. And even there I’m not really posting content regularly enough to get people to follow me. But I have some ideas about that…

New short film

Well, actually it’s the pilot for a small action-oriented webseries I’m planning. Knowing myself, I never know whether these ideas ever actually get made, but it’s nice to try.

Shot on the 550D. A little Blender CGI integration (including motion tracking) and a lot of After Effects work for the visual effects and titles. The video is in German, but there are some English subtitles.

Also, in the winter my small hometown in Germany can totally pass for Kazakhstan. Totally.

Construct-ion Work

So, as it turned out, the Raycasting Game Maker I had touted as a possible tool for a future game is really way way waaaay too limited. You can basically just re-skin an already quite basic first person shooter and even though I liked the oldskool look of it, it really did not give me enough freedom.

After I came to that sobering conclusion, I checked out a lot of different game creation systems, 3D engines and programming languages only to decide there really wasn’t anything out there for me. That was quite of a depressing conclusion and I thought that would be the end of it.

Nonetheless, I still wanted to make games, so I thought I would just go back to a tool I know and love and settle for 2D games. The tool in question is Scirra Construct Classic. However, a part of me just did not wanna let go of the idea of creating my own FPS again, so I started looking for ideas how to turn a simple 3D test someone created in Construct into a full-fledged game.

A lot of trial and error later, I found out that Construct was the right tool for the job all along! I got a full 3D test running, which kinda looks and feels like the raycasting engines of old (even though it isn’t) and even allows me to add some 3D objects I can create in Blender. Enemies and objects are still sprites (which is awesome) and I have a lot of freedom in designing my game. First I want to create a really simple shooter as a proof-of-concept, because I know that I tend to overreach when creating games. I have some cool adventure/roleplay/open world ideas that I’m quite sure are doable in that engine, but it took me long enough to create simple shooter elements, so I’ll keep it simple at first.

The basics are done, now I just got to find time (and inspiration) to create some content. At the same time, however, I want to do some more filmmaking, so actual playable results will surely take a while…

My Autobiography, Part 2: Games

Since I haven’t posted anything in a while and I just made an interesting discovery, I decided to continue with another autobiographical post. The discovery I made was a simple game creator for the creation of raycasting-based games (think: Wolfenstein 3D). It is aptly titled Raycasting Game Maker. I have a very nostalgic view of this kind of aesthetic and you will soon know why – if you continue reading, of course.

It’s not all Fun and Games

As I already outlined in the last post, this website’s “about” page and possibly many more times, I have always had an interest in creating things, mostly audiovisual digital media, that is. My interest or, at least, my success in game creation possibly precedes my interest in CGI and filmmaking. The reason for that, once again, was the arrival of new software. The Pie in the Sky 3D Game Creation System was a (somewhat) easy-to-use game creation tool, that was able to output the aforementioned raycasting graphics. When I first saw the advertising for that software in a mailorder catalogue, I was about 12 years old. Around the same time I also acquired Clickteam’s Klik & Play, which made it possible to create simple 2D games and applications.

Using both tools I created several, actual, finished games, that are still somewhat decent, especially since people are nowadays used to a retro graphics style, thanks to the rise of Indie games. Unfortunately the constant development of technology was not so forgiving: On my 64-bit Windows 7 PC I am unable to execute any of the Klik & Play games I created. The 3D GCS games are DOS-based and they still work to some degree with an emulator like DOSBox. They crash a lot, however.

A pretty impressive temple...

A pretty impressive temple…

Being shot by a stationary gun...

Being shot by a stationary gun…

Shooting dudes in the face...

Shooting dudes in the face…

I had a lot of fun with both game creators. I adapted a lot of stuff from other media into the games I created. For example, I was a big fan of the movie Stargate and the Stargate TV series, so I created a FPS set in that universe, including the typical weapons of the show at that point (I think only the first or first two seasons had aired in Germany yet). I also recreated the “Gate Room” – but other than that it remained one of my unfinished projects. Other more experimental projects suffered the same fate, like a “Godzilla”-simulator where you could stomp on small people and buildings – all within the bounds of the first person shooter engine of the 3D GCS. In Klik & Play I created a platformer which had slow-motion bullet time, inspired by Max Payne (the supposed protagonist was at one point actually called “Dax Frame”). I also created a competitive two-player god simulation, inspired by Black & White, as well as a quiz game for a school project.

These were the golden days. In years past I have tried and tried unsuccessfully to move into full 3D. In 2000 or 2001 I first bought the 3D Game Studio by Conitec. The engine version at that point was called “A4″ and other than a few tests I never got anything finished. Years later I had become a little more proficient in programming and after some more successful tests with “A4″ bought a used “A6″-version. I managed to get even more impressive tests running, but finally gave up. To make it short: I just suck at programming. Also, better graphics usually mean a lot more work in the creation of artwork and that also did not really fit my one-man production style. The pictures below are from a first-person shooter, which was also supposed to include some aspects of a simulation game. I however never even managed to get the enemy AI to shoot at me. They did shoot when they detected the player, but because I horribly suck at math they did not actually aim at the player at all, unless he was standing at a very particular angle. Damn vectors…

A mining shaft...

A mining shaft…

Some machinery.

Some machinery.

Evil cybernetic enemy (dead).

Evil cybernetic enemy (dead).

Coming full circle, my interest in the creation of games has risen again. Partly aided by an initiative for game studies at my university, I have found myself intrigued by the possibilites of the medium. However, my first tries were – again – nothing more than tests and dry runs. Using Scirra Construct (a tool akin to Klik & Play, just a lot more sophisticated and modern) I tried my best to come up with interesting game ideas. At the time of writing this, my new hope is the creation of a very retro first person shooter, which I think, plays into my strengths and makes it easier to create something fun playing. I was never much of a platform gamer, for example, so why would I start by creating a platform game? I have a lot more experience creating these retro shooters, so this is something I would love to do. The Raycasting Game Maker is most likely a bit too limited for my ideas, however. Therefore my future in game design still seems somewhat foggy…

Impressive

The title of this post is so much pun! Because of his guest role in the latest HISHE I discovered an insanely talented guy named Anthony Ingruber.

One video doesn’t do him justice (he does SO many more voices), but this is impressive enough already:

 

Now I was inspired to try out my best impression so far and record it again. This is the result:

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Download

 

Edit:

Now also as video.