Blog

  • Star Reach (1993)

    September 3, 2004

    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!

    93-gfxhud.gif.jpg93-gfxdock2-7.gif.jpg93-gfxvolume3.gif.jpg

    aliens

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

    93-aliens.jpg93-saliens.jpg

    landscapes

    93-lvolcano.jpg

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

    93-ldesert.gif.jpg93-learth.gif.jpg93-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.

    93-sprbuild3.gif.jpg93-sprexplo2.gif.jpg93-sprexplo3.gif.jpg

    93-sprexplo.gif.jpg93-sprneb2.gif.jpg

    title (unused)

    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.

    93-title-dr1.gif.jpg93-title-dr2.gif.jpg93-title-dr3.gif.jpg

    93-title-st1.gif.jpg93-title-st2.gif.jpg93-title-st3.gif.jpg


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    DSri Seah
  • Apple IIGS

    September 3, 2004

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

    Vehicles

    87-fighter1.gif.jpg

    87-htank1.gif.jpg87-htank1f.gif.jpg88-msamp.gif.jpg

    soniqTracker

    92-stmodback.gif.jpg

    92-stsplash.gif.jpg92-stcredits.gif.jpg

    MEK

    88-scrn81.gif.jpg

    88-screen1.gif.jpg88-screen2.gif.jpg88-screen3.gif.jpg

    88-screen4.gif.jpg88-screen41.gif.jpg88-screen42.gif.jpg

    Fanboy Art

    89-deunan1.gif.jpg87-fblmm1.gif.jpg87-flashbac.gif.jpg

    87-flashbac-cmp.jpg87-fblmm1-cmp.jpg

    Misc

    92-cave2.gif.jpg89-aglogo.gif.jpg

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    DSri Seah
  • 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.

    94-direct.gif.jpg94-mathgame.gif.jpg95-portfo.gif.jpg

    3d graphics

    Swivel 3D work.

    95-chesthng.jpg95-score.gif.jpg94-valkcmpl.jpg

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

    94-valk1.gif.jpg94-valk2.gif.jpg94-valk3.gif.jpg

    2d graphics

    Aldus Freehand work, mostly.

    94-gdweiss.jpg94-gdplane.jpg95-gdbillc.jpg
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    DSri Seah
  • Early PC Graphics

    September 3, 2004

    93-purple.gif.jpg93-reactor.gif.jpg93-snowbub.gif.jpg

    These were created to pad out my 20-slide portfolio submission to the Computer Graphics Design MFA program at RIT. I was curious about 3D anyway, so I downloaded POVRay to my PC, got out the graph paper, and started plotting shapes and writing down coordinates…

    Oh, yeah, there wasn’t a GUI for POVRay back then that I was aware of. You entered coordinates in by hand using a scene description language. So it’s amazing that these images look like anything at ALL :-) For all I know, POVRay is the same, but there are plenty of free 3D modelers and renderers available now!

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    DSri Seah
  • Method Software (1997)

    September 3, 2004

    Method Software

    Method SoftwareThe user interface and code was written in Java / IFC to integrate with Method’s chatroom engine. I was the lead interface designer and GUI programmer for Qualia.
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    DSri Seah