Blog

  • Qualia (1994-1997)

    September 3, 2004

    1280-96-qblimps.jpg Qualia Games was the game company founded by my high school buddy Mark Kern.

    Nasal Wars

    406-96-nasalsplash.jpg406-96-nasalnotice.jpg406-96-pomologo.jpg

    Nasal Wars was an internal training game project resembling Joust; it runs only on Mac OS 9 unfortunately.

    I made these splash screens under the art direction of Alen Yen; we were swapping roles for the purposes of cross-training.

    Agent Intrigue

    406-96-aititle2.jpg406-96-aiface.jpg

    Agent Intrigue was a concept we pitched to another company, a kind of strategic action game inspired by Joel Surnow’s old La Femme Nikita television show on the USA Cable Network. Before you scoff, that’s the same Joel Surnow who did 24

    The GUI is me, using a technique that Alen had shown me (lots of little bits of junk glued together). The 3D work is by a contractor.

    Misc

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    Blimps! Airships! They’re cool and majestic and mysterious! That’s why they are the logo. No other reason. Rendered in 3ds Max R1 and processed in Photoshop. The cards I designed were pretty cool…output for maximum imagesetter resolution by doing the halftoning ourself!

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  • DuelTris (1992)

    September 3, 2004

    1280-92-dworld.gif.jpgDuelTris was a game for the Apple IIGS, a 16-bit computer that was somewhat popular from 1986-1990. I met the programmer through AppleLink: Personal Edition’s Apple II Art & Graphics Forum (AGR), and we produced this game. It was a minor hit in the Apple IIGS shareware arena, and I actually made a small chunk of money from it. It was this experience that gave me the idea that I might be able to make a go at doing graphics professionally; this was just after graduating with my Masters in Electrical Engineering and not feeling too good about it.

    All the graphics on the Apple IIGS’s best color mode were 320×200 with a maximum of 16 colors per scanline. With tricks, you could have up to 16 zones of 16 palettes. The main screen used an even fancier trick to get a 3200-color mode, though it’s limited to 256 colors in actual use.

    All graphics for Dueltris were done with the Apple IIGS version of DeluxePaint II Enhanced, still one of my favorite programs for it’s excellent pixel-level control. Photoshop still can learn a thing or two from this venerable program (hint: Photoshop’s pixel tools suck by comparison). However, the title screen did make use of the IBM-PC version of DeluxePaint for adding the sky colors and bottom logo green. The resulting 256 color file was then run through DreamWorld’s tools. I could be misremembering this…

    Note: Most of these screens for the Apple IIGS will look kind of squashed (this is particularly noticeable in the other portfolio sections). That’s because pixels on the IIGS were 20% taller than they were wide, a vestige of that machine’s compatibility with television video. Also, these GIF files were scaled by 200% so you could actually see them on a modern computer. They will appear quite chunky, but on the IIGS the graphics were smoothed out.

    406-92-dtgscrn.gif.jpg406-92-dtstatuepr.gif.jpg406-92-dtstatue7.gif.jpg

    The main playing screen uses 16 colors, except for the bottom row, which used a separate palette of 16 colors to introduce more greens. The high scores screen on the right show the progression from flat line art to filled 3D.

    Note: The statues are based on a book on Incan architecture. Why Incan? At the time, I think we were trying to get away from looking like every other “falling blocks” style game. I remember doing a “high tech” version that didn’t look quite as good…lacking the colors for nice metallic effects there. I wonder now how DreamWorld really felt about the stone look.

    406-92-album5.gif.jpg406-92-about2.gif.jpg

    Some more graphics from the screen. The Album5.gif never appears in the game…it’s something I just put together because I thought it might look cool, and I liked the sunface thing I had made in the game. This one uses all 16 colors, which the game screen version couldn’t because it had to share colors with the blocks. The credits screen appears when you quit the game, or you look at the credits. I can’t remember anymore.

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  • Star Reach (1993)

    September 3, 2004

    1280-93-starreach.gif.jpgFirst commercial artist gig for a game, arranged through buddy Mark who did the 3D ship modeling. We did the artwork over the summer of 92. Star Reach was a game similar to Star Control. I never got a copy, so I’m not sure how it actually played.

    (BTW, I didn’t do the ad layout)

    interface

    Created with DeluxePaint II Enhanced on my IBM-PC, a rippin’ 486DX2-66!

    406-93-gfxhud.gif.jpg406-93-gfxdock2-7.gif.jpg406-93-gfxvolume3.gif.jpg

    aliens

    Created with, I think, Aldus PhotoStyler and touched up in DeluxePaint II Enhanced. I didn’t have PhotoShop back then…

    416-93-aliens.jpg416-93-saliens.jpg

    landscapes

    1280-93-lvolcano.jpg

    Rendered in VistaPro…remember that? This was way before Bryce was available.

    416-93-ldesert.gif.jpg416-93-learth.gif.jpg416-93-lwater1.jpg

    sprites

    Lots of sprites to show how things were blowing up. Created in DeluxePaint II Enhanced. Still kicks butt over PhotoShop, in my opinion, when it comes to fast pixel editing. 406-93-sprbuild3.gif.jpg406-93-sprexplo2.gif.jpg406-93-sprexplo3.gif.jpg

    406-93-sprexplo.gif.jpg406-93-sprneb2.gif.jpg

    title (unused)

    1280-93-title-st5.gif.jpgTitle screen for the game, went through several revisions, but never had the “pop” that the publisher was looking for. A different artist made it. Never saw it.

    These were my first attempts at making any kind of 24-bit color image, incidentally, or drawing anything like this in perspective.

    416-93-title-dr1.gif.jpg416-93-title-dr2.gif.jpg416-93-title-dr3.gif.jpg

    416-93-title-st1.gif.jpg406-93-title-st2.gif.jpg406-93-title-st3.gif.jpg


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  • Apple IIGS

    September 3, 2004

    Here are some of my first 16-color graphics. Descriptions forthcoming soon!

    Vehicles

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    406-87-htank1.gif.jpg406-87-htank1f.gif.jpg406-88-msamp.gif.jpg

    soniqTracker

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    406-92-stsplash.gif.jpg406-92-stcredits.gif.jpg

    MEK

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    406-88-screen1.gif.jpg406-88-screen2.gif.jpg406-88-screen3.gif.jpg

    406-88-screen4.gif.jpg406-88-screen41.gif.jpg406-88-screen42.gif.jpg

    Fanboy Art

    406-89-deunan1.gif.jpg406-87-fblmm1.gif.jpg406-87-flashbac.gif.jpg

    406-87-flashbac-cmp.jpg406-87-fblmm1-cmp.jpg

    Misc

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    « Back to Portfolio Index

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  • RIT CGD (1994-1995)

    September 3, 2004

    After getting out of Electrical Engineering, I headed to Art School at Rochester Institute of Technology. They waived the studio art requirements for their MFA program in Computer Graphics Design, one of the earliest graduate programs I am aware of.

    director

    Various student projects, Director 4.04.

    406-94-direct.gif.jpg406-94-mathgame.gif.jpg406-95-portfo.gif.jpg

    3d graphics

    Swivel 3D work.

    406-95-chesthng.jpg406-95-score.gif.jpg406-94-valkcmpl.jpg

    3DS R3 (that’s the DOS version, not Max)

    406-94-valk1.gif.jpg406-94-valk2.gif.jpg416-94-valk3.gif.jpg

    2d graphics

    Aldus Freehand work, mostly.

    416-94-gdweiss.jpg406-94-gdplane.jpg406-95-gdbillc.jpg

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