Tuesday, November 1, 2011

I'm Back...Also Young Mario

I now have a brand new computer that was donated to me by an extremely generous friend. After MONTHS of being without a computer at home, I'm finally back up and running again.

During my down time, I attempted to take a little break from art. Of course, as an artist, I'm unable to completely turn off the brain. I continued to work out ideas in my sketchbooks. I'm happy to report that most of Mad Mario is now completely concepted out; there's very little left to be designed.

I tossed back and forth trying to determine if I would move forward with it in 2D or 3D. I love the raw nature of sketching and have grown found of these characters in their 2D form. I do, however, get very overwhelmed when thinking about how much would actually need to be drawn, inked, and colored.

So I settled on 3D for several reasons.

1.My primary motivation was that once I create a 3D asset, I'll never have to draw it again. I can reuse it as much as I want and never have to worry about perspective or drawing off model.

2. I'll have complete freedom of camera angle. I can essentially "play" with the shot and come to compositional ideas I didn't think about in 2D.

3. Once I start to build enough of a 3D library, I'll be able to start kit bashing (re-using existing pieces as a starting point) and production will be much faster.

I started the long walk forward. I have a pretty good task list scheduled out. Young Mario happens to be the first on my list.

Yes, that's right! YOUNG Mario!




He couldn't possibly have been born mad!

I was actually able to reuse Mad Mario's pants, boots, and hands for young Mario with a little tweaking. I'm only a few hours into this, but I'm making a lot of progress. The head is fairly straight forward, since he's so close to adult Mario. The area around the nostrils is a little tricky. I had to delete a few attempts already. I'll revisit it again after building up the zygomatic bone a little more.

I think it's going to be several months before you see the first finished "panel." In the meantime, I'll try to keep this updated with my progress so you can check it out!

Thursday, September 1, 2011

Ocarina of Time

It's been quite a while since my last post. For anyone following my on Twitter, you will know that I have been extremely busy working on "Deepak Chopra's Leela" during the last 18 months. Since that has been such a large part of my life recently I'd like to blog about it, however the game is not yet finished and I need a little more time to reflect on that experience before sharing that with you.
Last month I bought a 3DS for the sole purpose of playing the rerelease of "The Legend of Zelda: Ocarina of Time." Ocarina is actually my favorite game of all time. That might seem surprising to you considering how much Super Mario art I create. The Zelda series doesn't need a parody. This series is perfect to me and stands alone without artistic interpretation.
At any rate, I've been replaying the game again recently so I thought I would share some of my personal feelings regarding Ocarina. This was not the first Zelda game I played, although it's the first one that I owned and finished. My relatives and neighbors had the previous titles but I didn't spend more than an hour with them. I did however watch the TV series growing up, so I had a general idea of what Zelda was about. I understood that it was about Link, a teenage boy from the fantasy land of Hyrule, that must rescue Princess Zelda from the evil Gannon. Armed with a sword, shield, and bow, Link fights his way through a bunch of creatures, some castles, and ultimately Gannon to reclaim Zelda.
Ocarina came out on the Nintendo 64 when I was in 8th grade. Pretty much all of my friends were playing it as soon as it was out. For whatever reason I was late to the game. At the time 007: Goldeneye and Star Wars: Rogue Squadron were the two big titles for me. After hearing about it for a year, general curiosity made me interested in Zelda.
I had never played an RPG before Zelda. My understanding of games were very limited at the time. I played arcade games, shooters, flight sims, racing, and fighting games, and platformers. I had no idea what a role playing game was. I was very shocked the first time I turned on the game. The first thing that was odd was being asked a named when I started. I figured this would be the game of my saved profile, so I entered "Dennis." To my surprise that ended up being my character's name!
Before I was able to play the game, a lengthy movie played introducing me to the story. Later I would learn to call these "cinematics," and they would become one of my favorite parts of video games.
Once I did have control of my character and figured out how to walk around Kokiri Forest, I was amazed to learn that I didn't have to follow a set path. Although I was told to go see the Great Deku Tree by my fairy Navi, I didn't have to. I could walk around and talk to the other child-like Kokiri. I was free to walk into their houses and break their jars. I could steal their money or their hearts. I could wander anywhere I wanted in the forest and make up my own games...like doing back flips off of a fence.
Frankly I was intimated by the vastness of an open world that didn't force me into a liner progression. It was completely freeing and oddly terrifying. What if I got lost? Or stuck not know what do to? Would my actions or inactions have a consequence? I felt as if I was some how going to break the game. After a few hours of playing I put down the game and got a strategy guide.
I've reflected on that decision heavily throughout my life. I wonder if I would have enjoyed the game more having to discover everything myself. But theres a part of me that was happy I did that because I was free to just walk through the game and enjoy it without being scared or frustrated at my progression. Even now I get frustrated at a game's puzzle or difficulty, often putting it down for days or weeks, dreading revisiting that particular challenge. And if it's a poorly designed challenge, it skews my confidence of the overall game design and warps my opinion of the experience. I think I'm glad I did this. After all, I didn't know how to play an RPG. I had to learn how to play the game.
This was my first experience with The Elements. Forest, Fire, Water, Light, Shadow, and Spirit. Not only were they talked about in a mythological sense, but I experienced them first hand. My character had to go into Temple for each element and defeat a boss that represented the element. It was the first time that I noticed that the world, our Earth in fact, was symbolically made of these elements. Not only that, but also noticing that mythological stories throughout time used this same elemental archetype. That was a pretty deep realization to have made while playing the game. That was the spark that actually made me interested in studying mythology, not Star Wars.
Time Travel. When I started the game I had no idea that I would travel through time, although the title suggests it. Or rather, I did not think that time travel would be as "epic" was it turned out to be. As a child, Link is told to go to the Temple of Time and retrieve The Master Sword. You assume this is going to help you defeat Gannon, who is after Zelda. Once you find the sword and take it out the stone, you are "frozen" for 7 years. During this time you mature into a teenager while Gannon destroyed Hyrule in your absence. Whats really powerful about this is that the world really is completely destroyed when you arrive back after 7 years. Everything is crushed and burning, zombies roam the old market place. Hyrule castle is gone and Gannon's floating fortress hovers over a chasm of swirling lava.
To me, this felt like my fault. I left the world and because I didn't stop it Hyrule is gone. It's explained that this needed to happen but you really don't want this to. So in a sense, you are even emotionally engaged in the world because it's your responsibility to correct it.
The characters are sad. Not all of the characters are sad. In fact they are mostly happy. But as you play through the game, most characters only have one animation and three lines of dialogue. So they do the same thing over and over again though your 40+ hour play though. It's a little sad to see them always in the same place, never really doing anything differently, unless you time travel. In that case, they are either the same, dead, missing, or their futures have dramatically altered...usually for the worse. To me, it's like seeing someone you knew from high school 7 years later working in the same fast food place, still living with their parents. Its sad that they're unable to change. It's also unfortunate that theres probably not much you can do to help them.
With a game as big as Ocarina, there's a ton to talk about, but for now that's what I'm thinking about during my 20-somethingth play through. Maybe I'll drop a few more random thoughts on here as I think of them.

Thursday, February 24, 2011

Wario Design Adjustments and Mad Mario Update



After I created the concept image for Wario, I placed Mario in the same image and began making some minor adjustments to each character. These little tweaks helped bring about some unity. I thought I would share this with everyone.

I also thought I would update you all on the overall Mario project. I currently have the entire Mad Mario story outline complete. I've been over it with a fine toothed comb and finally have it in a place that I'm very happy with. Its been extremely difficult but well worth the trip.

Each night I have been sitting down to a notebook and work on 2 to 3 pages of the script. So far I'm done Act 1 (out of 3) and have moved on to Act 2. As I'm working on writing, I'm typing up what I have so far, editing, and plan on sharing the story with several friends for feedback.

This has been a real creative journey. What started out as a fun, quick, artistic experiment has become something very deep and personal to me. I'm committed to bring my vision of these characters to life and don't feel that I can tell any other story until I get this off my chest.

Friday, January 28, 2011

Wario Concept


This is my second pass at the character. I love working on head profiles, inking, and painting.

Saturday, January 22, 2011

A New Medium?

I desire to discover a new medium of artistic outlet.

...not because I feel as if I've mastered all other mediums.

I've learned from video games the power of interactivity. I can enter a completely new world and explore, if the game allows me to do so. There something so powerful about this. We has human beings have a passion for discovery and exploration.

We want to know whats around the next corner, under that rock, hiding in those trees. We want to know how something functions over time. How does each organism survive? What does this landscape look like at night? I believe as our world becomes smaller, the virtual world will expand. I think this is why our video game worlds are becoming massive. We have less to discover on this world (or atleast that's what we are telling ourselves). Until we push deeper into space, I believe this will continue.

What if we took this interactive nature of video games and applied to to traditional art. Or film. Or comic books. I feel as if now we have mediums trying to do the job of other mediums. Take motion comics for example. Motion comics are one of the worst ideas I could imagine. Why would you want to "watch" a comic? A comic book is for reading and taking time to observe each panel's artistry. Adding motion to the comic doesn't help tell the story. I doesn't help to engage the viewer either. If anything I think that motion comics hurt the original intention of the art.

In many ways, I think 3D movies are trying to do what I'm describing, although they are unaware of it. They are trying to immerse the audience in the world. The problem is that film is intended to be 2D by nature. It's not designed to let the audience meander.

I'm not suggesting that artists just move directly into a 3D worlds to tell their story. I'm saying that we have some deep thinking to do. I think both video games (and theme parks, for that matter) have something to teach us about our human desire to explore and interact and that should be applied to art. There just might be a new medium here.