16 January 2012

Goodbye Blogger, Hello Tumblr

Hey all, I'm sad to say that internet trends have pressured me into moving my work to Tumblr. I've succumbed to peer pressure and have picked up some additional social trends including smoking, drinking black coffee, having an iPhone family plan, listening to Jay-Z, and wearing Ugg boots. I may be a follower, but I ask you to continue following me at my new home.

10 January 2012

Space Alien

Here's one design in a series I'm working on. More coming soon.

08 January 2012

Ladies

I've been needing a break from drawing round little kids and old men at work, so I decided to try drawing something I'm not used to.... Stylish Ladies!


26 August 2011

Wreck-It Ralph



So D23 was last weekend in Anaheim. I didn't get a chance to go, but to my surprise, Disney Feature had created an amazing display with work of mine for the upcoming feature, "Wreck-It Ralph". I figured since images and footage has now been leaking, I can share with you a few things. Before moving onto "Gravity Falls" last year, I had an amazing opportunity to help develop the world, look and game-play surrounding the main characters of "Wreck-It Ralph". It was an incredibly unique challenge that pushed me away from animation and into pseudo game developing. It was an incredibly fun challenge to create the gameplay and look of an 8-bit game that could easily fit right into 1982-83 arcade games like "Donkey Kong", "Pacman", and "Galaga". I did lots of research that I won't bore you with, but really tried to stay true to the technological limitations in color palate, pixel count and dimension to those of it's predecessors. While working on it, I developed a huge respect for the designers of classic limited games. It made me want to take classic 8-bit Mario and hang him next to a Michelangelo. Shigeru Miyamoto is a true master of design and made me really re-think design in terms of how little you need to show to communicate an idea, but also how each individual pixel's placement could make a huge difference in clarity. It was also fun to do some development for the graphics for the arcade cabinet itself. I really wanted to stay true to the slightly wonky Japanese graphics like the ones on the classic Donkey Kong Cabinet and have the character designs intentionally off-model as though the art direction was communicated over a long distance call to a Japanese artist. It looks like they did a really great job with the graphics used on the machine and I was stoked to see this a real tangible game. Kudos to the Ralph crew! I can't post much yet, but will post all of my development work once the movie is released. In the mean time, here's a pic of the exterior cabinet and video footage of the game play.