BadAss Rabbit – Animation Workshop is out!

Posted in Art, Industry on October 27th, 2009 by Chris
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BadAss Rabbit WorkshopI have finished the last part of the BadAss Rabbit graphics workshop (part 4 of a series) for the German game developer magazine ‘Making Games‘. In this series I created a 3D lowpoly game character model. You can find the workshop in Making Games 04/09, which is out now. Here you can see a test animation from the workshop:
Bad Ass Rabbit – Testanimation

Chris

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New 2D/3D Workshop!

Posted in Art on August 11th, 2009 by Chris
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I have finished a new workshop (part 3 of a series) on how to map a 3D model and how to create and paint a texture for this model.BadAss Rabbit 2D/3DYou can find the workshop in the new issue of the German game developer magazine Making Games 03/09, which will be out soon.

Chris

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Famous Movie Monsters – 3

Posted in Art, Tips on May 6th, 2009 by Chris
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Here you can see Chucky the first movie monster based on a suggestion from our blog reader Mr. Boomerang:Famous Movie Monsters - MakingOfBy clicking on the image you can see a bigger version with a short Tutorial how the image was created.

Chris

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Famous Movie Monsters – 2

Posted in Art, Tips on April 28th, 2009 by Chris
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Last time I told you I already know what I will draw next for my new blog series Famous Movie Monsters. And here you can see one of my personal favorite movie monsters…Famous Movie Monsters - MakingOfBy clicking on the image you can see a bigger version with a short MakingOf.
I already got some feedback and ideas for the next images in the series but if you still have a favorite you want to see write a comment to this post, name your movie monster and I will see what I can do…
;)
Chris

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BadAss Rabbit

Posted in Art on February 16th, 2009 by Chris
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Today’s blog post is a little bit off topic.BadAss Rabbit - Character Concept Art
It is game related but not directly connected to anything we are developing here at Rough Sea Games.
I just finished writing an art workshop for the German Game Developer magazine Making Games. You should know that I write these workshops in my spare time, and they are a good opportunity to keep my hand in for styles of game-related art I don’t currently do on a daily basis. This workshop starts a new art ‘Making Of’ series in the magazine, which will show how to create low-poly 3D game characters. In Part One you will see the making of the 2D character design which a later 3D model will be based on.
By clicking the image to the right you can see a bigger version.

Chris

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Art Techniques – Part 3.2 – COLORS

Posted in Art, Tips on December 24th, 2008 by Chris
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As I have mentioned before I had to cut off the last ten minutes of video number 3. Here you can see the final part of the coloring process:


Rough Sea Games – Rocks The Boat – Color Video 03of03 from Chris Noeth on Vimeo.

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Make your blog individual

Posted in Blog, Tips, webdesign on November 26th, 2008 by Joerg
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Nowadays, nearly every website that needs some information-updating now and then is done using a so-called “content management system”.

Blogging software can be seen as a special sub-category type of cms. The software we use to manage our blog is called Wordpress. And since you know that individuality is important for most people, there are many different themes available for Wordpress to give your blog an individual and/or personal touch. I must admit that we are using a standard theme for the moment, but this may change soon…

If you have ever wanted to create your own Wordpress Theme then this is your lucky day. Be sure to check out these nifty tutorials.
You’ll only need some very very basic html and php knowledge to understand them! Even I managed it. Maybe you will see the effects of my efforts soon :)

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Art Techniques – Part 1 – Sketch

Posted in Art, Tips on November 12th, 2008 by Chris
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Inspired by our company mantra ‘Rock The Boat‘, I will show you a video series about some of my art techniques. I am using these techniques to create most parts of the art for our game. In part 1 of the series, I will show you the making of a sketch which, in 90% of all art created, is the first step to the finished artwork. This sketch is made in Corel Painter with an Wacom Intuos3 DinA5 wide art tablet. I am using the Wacom tablet for all art this days… even for creating sketches. Corel Painter allows you to build your own brushes and with some customization you can make perfect digital pencils for creating sketches.Sketch
By clicking the small image to the left you can see the final sketch. Please note: the sketch content has not much to do with our game! To get more inside info on the game you have to read our blog regularly… so don’t forget to use the RSS-Feed to the right! Below you can see the video of how the sketch was done:

Rough Sea Games – Rocks The Boat – sketch video 01 from Chris Noeth on Vimeo.

You also can watch this video or download it in it’s original HD size at http://vimeo.com/2173212
See you soon in the second part about COLORS… ;)
Chris

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Doing server-communication the foxy way

Posted in Programming, Tips on October 26th, 2008 by Joerg
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Hi guys,

I am currently checking out some stuff for the server-side of our browser game. Right now, I am having a look at the so called SmartfoxServer (SFS in short), a “socket server for flash multi player games and applications”. Sounds interesting, so we decided to give it a try.
A good portion of the samples are written in ActionScript2 and only a few are in AS3 which makes it a bit difficult for me since we are using AS3, but fortunately I found these tutorials that deal with SFS and AS3. I already started reading them and I am going to continue this within the next few days.

I am still a bit in a struggle with some Flash and Flex SDK stuff, but here is what I can already say about the SFS:
- simple and clear server configuration using a config.xml file
- foolproof API: you can get started within minutes and there are event functions for every kind of stuff
- detailed documentation
- extending the protocol is very easy by writing your own socalled “server-extensions”
- zones and rooms are already implemented. These are necessary if you want to run multiple instances of your game on one server (zones) or if you want to split your gameworld into different locations (rooms)
- FREE trial version of the SFS pro! The only limitation is that only 20 users may connect. Enough to test it though.

As soon as I am done with the tutorials, I will try to encapsule one part of our demo and feed the game with content from the server instead of pre-generated local content.

I am not aware about the performance at the moment. You may have a look at the benchmark whitepaper or wait until we run performance tests on our own.

I will keep you up to date and tell you my opinion regarding the SFS while getting more into detail the next days.

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