The Blog of Ryan Foss

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Bleep Menu Prototyping

Interactive Unity Menu System Prototype

This is a quick mockup to demonstrate and test out the level menu system for The Bleeps, a mobile game in development with Battery Powered Games. I added the other menu screens to give a complete experience of the UI flow.  I made it to explore the menu design concepts we’ve been discussing, as well as to communicate some of the ideas better than through explanation.

This level selection concept is different than what I would consider the standard model, where the levels are sequentially earned. The concept for The Bleeps connects levels in a more dynamic and selective way. But, this also comes with a potential problem, since a Next Level button doesn’t really make sense any more. How does it feel for a player to go back to the level select screen?

Photograph is Fun!

I’m working on a freelance gig for a mobile app. I won’t go into much detail, but its very entertaining. I’m building some interesting photography setups to take some pictures of things I never thought I’d be taking pictures of.

Logo Work

I’ve been doing some logo work lately.  I normally don’t seek out logo work, because as a freelancer they don’t usually pay well and they rarely are fun (this strongly depends on the customer) but these are close to me in some way.  I’m not going to say much more about them, but I’ll try and post some updates when I come to something final.

The New Pat

I’ve created a new lead model for Deadly Chambers. This is the WIP. My triangle budget is 400. This model weighs in at 406. Ha!

Laser Shotgun

This is my newest creation. If all goes well, it will be added to Deadly Chambers. It is a shotgun that shoots lasers!

It was made using Blender and Photoshop. I rendered an AO layer and saved it, then a light layer, the blue glow, by rendering only the light on a dark material to the same UV map. I combined them in photoshop with some metal textures, photos, hand painting and some layer effects. I really like how it turned out.

Tower In Action

I’m finishing the tower level tonight. It’s mostly the little things that take the time. I had to make a quad for every torch, some for portal detection, etc. Here is a shot of the tower level being played. This is the stairs.

Here you are in first person mode standing on the roof.

That is a Verizon Droid phone if you’re wondering.

Tower Power, Shared Texture Space

This is the lightmap layer of the tower level for the game I’m working on with Rob of Battery Powered Games. This is the final level, the Tower, where the big show down with a magical wizard takes place. The game should be out in a month (estimated release second week of May, 2010). It’s called [NAME TBD].

I’ve been using blender solidly for about half a year now and I have developed a number of tricks. My favorite trick thus far is baking textures with shared texture space. Essentially I design a symmetric scene, set up the lights and UV only part the model. I then use this part of the model to create the rest of the scene, but I push their UV’s out of the main UV space. This is a trick, since Blender won’t bake the textures for these faces (when they would normally cause problems), and they are technically in the same place if texture mode set to repeat.

Here you can see the UV texture space. The faces pushed to the top are part of the stairs design, while the parts pushed to the right are levels.

In this image you’ll see that the stairs have essentially the same texture mapping from one level to the next. What is really nice is that since they are the same, they share the same UV texture space, I reap the benefits of the resolution only doing it once. It might seem really weird but its backfaces only. This means you see through geometry from one side, but not the other. So you can see the stairs through the walls so to speak. It’s so natural to me, but I expect some won’t know what they are looking at.

Here you can see I’ve highlighted the portions of the texture in the main UV space. Pretty good use of the space I think.

Fun in 3D, Tron Style

Rock Giant

Rock Giant Tron Style

This is my latest model for NAME TBD. Obviously not going to use the Tron style version, but it gave the developer a laugh.

Low Polygon Characters

Here are a few shots of the characters I’ve been working on lately. They are a combo level boss. The knight is the first half. Once you beat him, he takes on his spider form.

He should be appearing as the level two boss in the upcoming Android game.

Android Art

I’ve been really busy lately with work, school, family and side projects. Here’s one of those side projects I’m working on.

I’ve started working with Battery Powered Games, a local android developer I met through IGDA. We’re making a FPS sort of game. The images above is a WIP of level two, a castle level.

I’m limited to around 1000 triangles and two textures. One texture, a 1024×1024 image is the diffuse and the other is a light map, only 512×512 at maximum quality.

I’m having a lot of fun working on this stuff.

iPhone Card Game Art

I’m working with another iPhone developer for a card game. Here’s what I have so far for the cards.

I was trying to go for a more modern theme, hence the shiny look. It looks good on the phone. Oh, the characters are part of the theme too.

I Need a Cool Business Card

Right now I’m thinking paper robot.

These are cool too.

New Logo for Spigot Games

I offered to make Ben at Spigot Games a new logo for his game company. It was selfish of me because I didn’t like his existing logo very much. This is an improvement.

The drop shadow one is the one he is using. It helped give it some depth I think, though I’m 50/50 on which one I like more.

Welcome to the Light Side

I own a iPod Touch now. Here you can see a development version of the game I’m working on. It’s been really exciting. Ben at Spigot Games is really open to my suggestions and thoughts; its really awesome. So much so that I’ve earned myself a game design credit in addition to graphics. W00t!

My wife is a little bothered by the purchase and rightfully so. Hopefully this gig will pay out well enough to pay for my purchase.

What do I mean by “Welcome to the Light Side?” Well, certain people who know me know my issues with Apple. I applaud them for their success and innovation, but I’m disgusted by certain sales tactics. Case in point, the iPod touch doesn’t use a standard USB interface. If you want to buy White cables to match your iPod, they cost 10x as much as the black ones. In all actuality though, the iPod is impressing me in certain ways. It’s snyc with iTunes is pretty cool and easy (though iTunes is a weird application IMO). It also suffers a little compared to my G1 with its “keyboard”. I can type 100x faster on the Android G1. See this.

iPhone Games

I think the iPhone is a really neat device, regardless of my distaste for Apple marketing and consumer milking (which I won’t go into). I see the potential for independent developers and wish I had the skills (and the time and money) to develop games for the device. I’m getting close though. I’ve managed to wrangle a freelance gig doing some 3D level model design and graphics work for a iPhone app. I’m signing an NDA so I can’t talk about it and I don’t know much yet, but hopefully it will be cool.

If you’re an iPhone developer looking for someone to do art, graphics, 2D or 3D models, level design, textures, icons, etc., please give me a buzz and I’ll see what I can do.