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So I set myself a challenge today. One hour = one drawing. And I mostly stuck to that plan. As I am aware of the fact that I am not great at drawing environments I decided make every drawing today a landscape of some form.

So. Drawing One.Environment1

To start myself off I did a basic one point perspective alleyway. So I initially tried to make the camera really close to the ground on this one but I just couldn’t get the angles right. After a long time with what was essentially a corridor I finally got things that look like buildings. Yay took me long enough. One thing I did well here was the cobblestone makes a good transition from high to low detail. I have a bad habit of drawing all things in high detail when they don’t need to be so yay, I’m learning how to cut corners.

Drawing TwoEnvironment2

So this one is a two point perspective of an old aussie pub.  I feel as though I did a pretty good job on the shading and shadows in this one. As the pub looks good and the shadow its casting looks reasonable . One thing I tried to do in this drawing to sometimes good and sometimes bad effect was textured brushes to get the effect that I wanted  on certain things. I think it worked for the smallest clouds in the distance and the gum leaves but not so much for the gravel road.


So this drawing I specifically tried to avoid using hard lines as outlines to start with. This is not something I am good at. I think the mountains look atrocious in this piece but the work I did on the water and sand make up for it a little. I also need to do a bit of work on cities/towns in the distance as the city to the right there looks a bit laughable. I might do some work tomorrow on mountains and horizons due to how bad mine look here.

the Environment4

The final environment for the day is this underwater chasm. It worked out much better than I was expecting it to, especially since I was working with color the whole time and color is not my forte. I am mostly happy with how the color has worked out here. My main issue with it is that everything feels a bit fuzzy and imprecise. The other thing is there is no really good visual focus to draw you in.

So yea, those were my four drawing for the day. Part of today’s goal was to see how much I can reasonably do in an hour. Currently what I can do in an hour is not where I want to be. I need to be looking for ways to improve my workflow and ways I can inject a lot more personality into my work.


I’m pretty happy to post this one today. We have the first playtest of Kana Quest on this blog and the fourth playtest of Kana Quest in total. A lot of stuff has changed since the last playtest. Here is a quick handy list for all the stuff I changed.


  1. Visual:
    1. All the kana now have a sprite that works within the game’s art style.
    2. Most of the UI is now done and matches the art style. New UI elements include a new undo button, the next level button, and the pause menu.
    3. New particle affect to show that kana are matching that looks like twinkling stars. A significant visual upgrade on the bright green bar.
    4. Levels fade in and out so transitions from level to level are better.
  2. Mechanics:
    1. Mystery tile mechanic is a big one. I’m really happy with this mechanic as it got players of paper prototypes to do what I wanted them to do as soon as they saw it. Specific lesson I learnt from this mechanic was “Guide your player to the fun parts of your game”. What the mystery tiles do is they appear as a question mark and using the given information the player has to figure out its pronunciation. This using information was already in the game, but I just needed to make is super obvious.
    2. Paint Tile. So the paint tiles are only used for the pure vowel kana and what they do is they “paint” other kana by changing the vowel sounds. So if I used an “i” paint tile on a “ka” tile the “ka” would become a “ki”. The hardest part of this mechanic was getting the painted tile effect to stay on the affected tile even when they player hammered the undo button in weird ways.
    3. Pause Menu. This isn’t really a mechanic but it is important. This just brings up a menu when the player hits escape. From this menu you can go to level select and replay any previous levels, and quit the game.
    4. Level Select. As mentioned before this is a specific scene that allows you to replay any level you have seen before. That said there is a chance that my game saving script might be messing up in the background without me knowing. So if anyone can access levels they shouldn’t be able to via the level select please let me know.
    5. Game Saving. Oh yeah there is also some rudimentary game saving now. So if you quit the game you will be able to use the level select screen to go back to the last level you were on.
  3. Tutorial:
    1. A script for making tutorials much easier. I went over this script a couple of weeks a go but yeah, I am using here. And you can expect me to use it to further change the tutorial in the future. At the moment this tutorial script is doing its job but, it is limited in what it can do and its a guzzler on the memory. Yea the inefficient code part is a killer as its currently preventing me from making tutorials beyond about 12 events as that will cause the scene to lag hard. Just something I will have to fix in the future.

Just before I give you the links to download I have one small request. That is that you run the game in 1280 x 720 resolution as I have not yet got the UI to adjust to different screen resolutions. If you don’t have a computer that can run that resolution you can run other resolutions but be aware that certain things will be cut off.

Here are the links:

Windows –

Mac –

Made a lot of progress with the last Rebecca Sugar Study. Added the features to the Gems and worked on the background.SUStudyYellowDiamondFight4

Its not 100% where I want it to be yet. I want to make a few touch ups to the house and the Gems tomorrow but I will be done with it very soon which makes me happy.

See you all tomorrow.

Today I worked on fixing a bunch of bugs in Kana Quest, and continued my last study of Rebecca Sugar’s work. It’s actually been a while since I posted on here. The reason why is the last study is taking waay longer than I wanted it to. The characters are mostly done but the background is proving to be a huge hurdle for me and I’m just having a lot of trouble doing it.

When I started this thing I though it would take one or two days of concentrated work. Turns out its taken more. Anyway, one thing that I did manage to achieve today is getting Kana Quest to fade in and out when going to a new level as well as squash a few bugs. I am also pleased that Kana quest is slowly making its way to looking like a reasonably polished thing even if the gameplay feels like a hundred miles away. Baby steps.

Anyway I will talk to you all tomorrow or Friday.

So I started today off with doing some drawing. For a change of pace I decided not to do a study or quick sketches, I decided to make a more polished piece of work for a change of pace. I worked on it for about 3 hours and saved the state it was in at the end of each hour.


So last night I was talking to my girlfriend about something and she misheard something and thought I said “Mer-kraken” and so I decided to draw her an actual Mer-Kraken today. This is my outline at the end of the first hour of drawing. I decided to have the moon behind her head to create a menacing lighting effect. Another small detail is that I made her eyes look like octopus eyes for that extra monster feel.


End of hour two I had blocked out the base shade of everything. Moon being the brightest, then the water then the rock then the Merkraken herself and finally the night sky being the darkest. I made the Merkraken pretty dark so I could get some nice contrast going as well as allowing me to draw the sliminess of the tentacles a bit easier.


End of the third hour I had put in the shading for the background. I had also upped the contrast on her body a bit more. I might add some reflections on her tentacles tomorrow, but apart from that I am done working on her. I think she turned out appropriately horrifying.

The remainder of the day was spent fighting with Unity and getting a new custom font for my game to work. It was a battle that I did not win. But that is what tomorrow is for.

Did two things today. First was finishing off what I was doing on Friday last week which was a nice animated bit of GUI for my game. I’m pretty sure you can guess what its for.NextLevel

I wanted it to be pretty garish and bright to show off to the player that they beat the level. Most of the GUI in the game are actually no where near this high in color value. They are still bright but no where near these levels. But this button does share some similarities with the other elements of the GUI. Mainly in shape. Each GUI element has a five pixel wide border and the text in the game all follows a 5×7 pixel all caps sans font format. Which you can see here.

I also continued working on doing art studies of Rebecca Sugar’s work. Today I did Garnet. I’m not going to lie I find Garnet really hard to draw. She has been consistently difficult for me to draw. So much so that my last sketch I drew straight from reference. I didn’t trace over so its all still my own line work but it is not my own composition.GarnetStudy

Anyway so that’s my work for the day. See y’all tomorrow.


Day started off well then hit lots of road blocks. Wanted to focus on drawing today. Started with continuing my study of Rebecca Sugar’s art. Focusing on Pearl I did 8 quick 10-15 minute sketches.RebeccaSugarStudy2Pearl

Coming off yesterdays attempt. I was focusing on getting the line work down. And I kind of achieved it in a couple of these sketches. I think I got there in numbers 2,3,6 and 7. But I think that is mainly because they are arguably the easiest poses I put Pearl in. After the Pearl study I wanted to move to Garnet but I found myself finding it really difficult to draw Garnet in my 10-15 minute time frame. So I moved onto something else.

I then attempted to finish my tutorial script and immediately hit another road block there. I did eventually get what I needed to get done, done but it took longer than it should. I really want to try use the near completed tutorial script to remake my tutorials tomorrow.

So today I started doing some programming trying to finish my tutorial script from yesterday. That’s still a few features missing before its done. But the second half of the day, I focused on drawing.

So on the drawing front I did two things. The first was finishing a drawing I’ve been doing for a while.shielarummeging

So a couple of things went well for this drawing and a couple of things didn’t. The positives I feel are the overall composition is good. The background desert also turned out really well. The areas that I’m not happy with is the shading on the robot lady. The shading of her skin, hair and shirt are a bit off. I think there isn’t enough contrast.

The other thing I worked on today was the beginning of a long term goal. And that was to develop my personal art style more. To do this I want to do a bunch of artist studies. So today I decided to a study of Rebecca Sugar’s art. For those who don’t know her work she is the creator of Steven Universe. So for my first study I drew this fellow. I spent about an hour and twenty minutes on this guy (including reference gathering).RebeccaSugarStudy1.jpg

So the thing I want to be able to like Rebecca Sugar is her near effortless ability to abstract and simplify the human form all while creating an amazing sense of movement. In my above study I managed to achieve a few of Sugar’s idiosyncrasies into my own work. Most noticeably in the face. The areas that aren’t quite right is basically the line work. In Sugar’s work she uses very few lines. And the ones she does are usually quite soft and loose. My lines are very hard and fast and I use a lot of them. So while I have the shape of Sugar’s style I do not have the lines.

And that’s what I did today.

Seraph of Baked Goods Lise

Created a game cover for the game Journey as a part of an assignment at university. We were asked to create a game cover for a potential “special edition” of the game.JourneyTry3