Sooooo... I know I said I was going to be posting more, and that I was going to have more free time. One of those things turned out to be true! But I swear, I haven't been not posting because I haven't been doing stuff! I just haven't done anything finished enough to show off. Sad, but true.
So what have I been up to? Well, Mario Maker got me in the mood to hit game development again, and with a vengeance. I actually put together a little Castlevania style platformer that was shaping up nicely, but honestly that will take a very long time before it is actually done. A finished stage as a demo isn't out of the question, but even that would be a little ways off. I'll dump some of the graphics and screenshots up here in the future, but that is a story for another time. Here's a mock up of th first boss fight, just for fun!
I also did a crap load of work on Nova Phase, the 5th issue of which will probably be done this week. That means it will come out like... in February probably, but whatever. It will be good to be close to completing the series' run, and some of the art in this issue is pretty awesome. Maybe I'll post some spoilers. Maybe.
I've also been trying to take steps towards finishing some other little projects that have been sitting around. It is my genuine intention to do one more chapter of Janken before doing an Amazon e-book or something of the whole thing. The cover is done, and the "last" chapter is thumbnailed, with a few pages even penciled, but that's it on that. Here's a look at the updated cover and logo.
A lot of my down time has been spent basically practicing my digital work, including lots of inking and sketching. Some of these turned out pretty cool, so I'm posting them here for fun!
This one was a concept design for a comic my old collaborator on Heckbringers was thinking of doing called Dragonomics. Not much to say about that yet, but could be seeing more of this little rascal in the future. He's up to some other stuff, which I will post about a little later this week.
Anyone who follows my blog knows I come back to this guy every now and then. I'm working on a small project involving him that is going really well so far, but I want to have a bit more of it done before I post it here.
Another one that comes and goes pretty frequently! I don't remember why we stopped working on this game, but I love the designs from it and I'm trying to find some place to use them here. Ideally something that wasn't a full blown comic, but I guess we'll see.
I've got some other stuff brewing, but this is the major stuff. I'm also finally biting the bullet and sitting down to remake and ultimately finish the original Bird Force in a more reliable program. There were was supposed to be a pretty involved story, and a handful of characters that never made it into the version I posted here because I was terrified Construct would collapse and I'd lose what I actually had done. I'm working in Multimedia Fusion to program a definitive version of the game with all the features I initially imagined. It's going well considering its literally been one afternoon of work. Hopefully more on that in the near future!
Okay! That's it! I'll probably be posting another small comic later this week!
Showing posts with label cover. Show all posts
Showing posts with label cover. Show all posts
Sunday, November 15, 2015
Wednesday, July 29, 2015
A Little Ja-Ja-Ja-Janken Update!
I know that I wrapped up Janken a VERY long time ago at this point. Things are busy. That said, I go crazy if I don't work on something fun for myself, so I spent a little time putting this together tonight. I need to fix up some mistakes in the dialogue, and I really would like to do an epilogue or something to give a little closure to the story, and maybe a summary of the events of the hundreds of chapters I skipped to get to this conflict. Could be fun. Need time.
Recently wrapped up a project that had been on the back burner for a little while, but it could be some time before I ever have anything worth showing off on that front, as it is a collaboration and my contribution is pretty much over. I'll see if I can post anything related, as some of the concept art and stuff is just plain cool.
Also! I went to San Diego Comic Con to sign stuff and help sell Nova Phase to people! I met lots of really cool people, some of whom even bought stuff from me! If you came and saw me, thanks! I hope you enjoy your book! And if you're one of the people that just asked me to draw them Steven Universe for free, I hope you enjoy your drawing of Steven Universe!
Oh, and on a much less important but still potentially cool note, I have actually been posting stuff to the Doki Doki Arcade tumblr with some regularity lately. Mostly marker doodles of super heroes, so nothing super exciting, but take a look if you want to see a hastily thrown together illustration of the X-Men that screams "I grew up in the 90's".
http://jmatchead.tumblr.com/
That's it!
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Saturday, February 7, 2015
The Art of Box Art
This may be hard for some to believe, but there was a time for youngsters when the only information available about a game was what was on its box. If you had a subscription to Nintendo Power you might have access to some previews or reviews ahead of time to guide you, but those were relatively few and far between, and hardly reliable (Nintendo Power, for example, rarely outright called a game bad, regardless of how incredibly hard it deserved it). The back of the box may have tried to entice you with rarely accurate flavor text and blurry screenshots that were literally photos of a tv screen, but the obvious selling point was the cover. It was the first thing you saw in the store, and what you would remember most when you eventually were pulled away from the display by your parents. To this day there are tons of games that, despite having never ever actually played myself, I will never forget the box art for.
The 80's and 90's were a particularly interesting era for this, as the box art for most games had to serve the twofold purpose of making the game look awesome AND hiding any traces of the game's probably origins in Japan. I suppose marketing guys back then looked at the Japanese art for games like MegaMan, with the big, shiny eyes and bright colors, and assumed American children would turn their noses up at such alien art styles. It didn't matter that shows like Speed Racer, Gigantor, and Astroboy had long been present overseas, or that contemporary shows like Transformers and Robotech were airing with great success, apparently. As a result of this thinking, most games had radically different art for the North American releases, usually overblown paintings influenced heavily by action movies more than the game they were supposedly based on. This era produced some really fascinating boxes, and while there are plenty of examples of famously bad illustrations, there were a fair amount of really memorable ones.
Of all the Japanese companies at their prime in the 80's and 90's, Konami probably had the best track record when it came to North American box art, with many that actually improved on their Japanese counter parts. As a kid, there was a quality to many of Konami's boxes that I found to be very appealing, and it wasn't until I grew up that I realized that many of those illustrations appeared to be by the same guy, and that there were actually a bunch of others that I had never even seen. I don't know who this guy is, or even for certain that these were all actually done by the same artist, but all of these boxes share certain brutal and rugged sense of intensity that I absolutely love. They also are shockingly accurate to the games they represent, something of a rarity back then, as if the artist actually played the games. Many of these will probably be familiar, some may not, but regardless, they are all pretty wild.
1. The Adventures of Bayou Billy
While the game here is somewhat infamous for both its insane difficulty and shameless similarities to Crocodile Dundee, the box art is unarguably bad ass. The rough, thick brush work makes the details look more like they are hewn from rock than painted on canvas, and the greenish-yellow color palette really suites the swampy subject matter. Billy himself looks pretty awesome, way cooler than he looks in the game in fact, where he looks more like a melted cowboy in capris. The background includes several details from the game, such as the jeep from the driving stages, the New Orleans setting, the evil gangster final boss whose name I can't remember, and of course a big, bad gator. I may have never gotten remotely close to beating this game (even the famous Captain N never conquered it), but this box manages to make a kind of lame game look really cool. If this dude could make Bayou Billy look awesome (believe me, he didn't have much to work with), imagine what he did with good games!
3. Super Castlevania IV
This one was a favorite of mine growing up. Whereas the previous two have been fairly static images, for Super Castlevania IV Konami opted for a much more action packed illustration. Simon appears to be in mid swing across some kind of abyss, an interesting nod to one of the new mechanics introduced in the game. The little door knocker looking thing that he's got his whip latched too is crazily accurate to the in game dongles for swinging, which is a cool detail. Probably half of the enemies in the game are represented here, even little ones like the frogs and medusa heads, and interestingly the franchise's infamous stairs seem to be prominently featured too. I like that the crazy, nonsensical background composition make this look like some kind of swirling montage of the game as opposed to a depiction of a single scene, and the mostly grey-blue palette makes yellow-brown Simon really pop.
6.Teenage Mutant Ninja Turtles IV: Turtles in Time
For the home port of this gem, Konami decided to produce art that kicked the hell out of the original arcade cabinet art. Whereas the last two boxes simply looked as if they were occuring in some kind of temporal whirlpool, this one definitely is, as elements of the many time periods the turtles visit all look to be caught in a sparkly tornado. The turtles themselves look downright MENACING here, with insanely detailed and chunky musculature and faces of absolutely fury. This is probably the scariest the animated turtles ever looked in their heyday. Yeah, that's the cartoon turtles. The movie turtles would never be caught dead with those alphabet belt buckles. Also, it's neat that Raphael is front and center here.
8. Sunset Riders
I never really played or even saw Sunset Riders other than at the arcade, but when I saw this box later in life I instantly recognized the Konami aesthetic. Like with Bayou Billy, there isn't as rich of a world to Sunset Riders for the artist to work with, but he did an admirable job of sweeping the western action into a furious stampede of frenetic madness. Only two of the playable characters are here, unless the others are behind the logo, but a boss or two is there, and horses! Scary, scary horses. Also, check out that terrified chicken. Now that is detail.
9. Castlevania Bloodlines
Konami didn't make a ton of games on the Genesis, but after a while they seemed to notice that the machine was getting a little traction, and decided to start dropping a game or two. The more vertically aligned boxes of the Genesis seem to have given Konami's artist a little trouble with his usual "swirling vortex" composition which seemed to fit so naturally on the Super NES's wide format. The result is two slightly unusual compositions, the first of which was done for the first and only Castlevania game for the Genesis. Here, musclebound John Morris struggles to look at enemies that are both behind and above him. Unlike the wooshing whirlpools of the previous pieces, this is more like a hazy tower of evil, with far fewer background details than usual. Still, there are plenty of wonderfully rendered enemies on display. This cover also weirdly omits the second playable character. Still, it's a colorful and memorable piece overflowing with machismo.
10. Teenage Mutant Ninja Turtles: The Hyper Stone Heist
I remember being really excited for this game. I don't know why, as I already had Turtles in Time for SNES, but having Turtles game on the Genesis was something I was really looking forward to. Again, no swirling vortext montage here, but in terms of composition I think this is a really strong piece. It uses the tall format of the box to provide a great sense of scale, with the towering heights of New York City ascending into the darkness of the sky. The lighting on the turtles, who are again rendered as visceral beings of fierce determination, draws the eye to the heroes immediately and contrasts the largely blue palette of the background pleasantly. While little of the game is really represented here, the illustration is still overflowing with detail. It's one of my favorite boxes, and one of my favorite illustrations of the Ninja Turtles in general.
The 80's and 90's were a particularly interesting era for this, as the box art for most games had to serve the twofold purpose of making the game look awesome AND hiding any traces of the game's probably origins in Japan. I suppose marketing guys back then looked at the Japanese art for games like MegaMan, with the big, shiny eyes and bright colors, and assumed American children would turn their noses up at such alien art styles. It didn't matter that shows like Speed Racer, Gigantor, and Astroboy had long been present overseas, or that contemporary shows like Transformers and Robotech were airing with great success, apparently. As a result of this thinking, most games had radically different art for the North American releases, usually overblown paintings influenced heavily by action movies more than the game they were supposedly based on. This era produced some really fascinating boxes, and while there are plenty of examples of famously bad illustrations, there were a fair amount of really memorable ones.
Of all the Japanese companies at their prime in the 80's and 90's, Konami probably had the best track record when it came to North American box art, with many that actually improved on their Japanese counter parts. As a kid, there was a quality to many of Konami's boxes that I found to be very appealing, and it wasn't until I grew up that I realized that many of those illustrations appeared to be by the same guy, and that there were actually a bunch of others that I had never even seen. I don't know who this guy is, or even for certain that these were all actually done by the same artist, but all of these boxes share certain brutal and rugged sense of intensity that I absolutely love. They also are shockingly accurate to the games they represent, something of a rarity back then, as if the artist actually played the games. Many of these will probably be familiar, some may not, but regardless, they are all pretty wild.
1. The Adventures of Bayou Billy
While the game here is somewhat infamous for both its insane difficulty and shameless similarities to Crocodile Dundee, the box art is unarguably bad ass. The rough, thick brush work makes the details look more like they are hewn from rock than painted on canvas, and the greenish-yellow color palette really suites the swampy subject matter. Billy himself looks pretty awesome, way cooler than he looks in the game in fact, where he looks more like a melted cowboy in capris. The background includes several details from the game, such as the jeep from the driving stages, the New Orleans setting, the evil gangster final boss whose name I can't remember, and of course a big, bad gator. I may have never gotten remotely close to beating this game (even the famous Captain N never conquered it), but this box manages to make a kind of lame game look really cool. If this dude could make Bayou Billy look awesome (believe me, he didn't have much to work with), imagine what he did with good games!
2. Castlevania III: Dracula's Curse
For many player's, Dracula's Curse was basically the zenith of the Castlevania series, and while the box art for the first two games was certainly not bad (okay, Simon Quest's was a little hokey), neither did as good a job at showing much of the game. With Castlevania III, we get a good look at some of the game's most iconic features. You've got Trevor Belmont brandishing the powerful Vampire Killer, ready to take on a bone throwing skeleton, complete with gears and cogs, representing the infamous clock tower level. In that background there are Trevor's many transformations (although Sypha and Grant are visible here, Alucard is sadly covered by the stupid sweep stakes sticker). We see plenty of birds and bats, as well as a spooky red moon and castle spires. Although the Japanese box art has a certain charm, this is s definite improvement.
This one was a favorite of mine growing up. Whereas the previous two have been fairly static images, for Super Castlevania IV Konami opted for a much more action packed illustration. Simon appears to be in mid swing across some kind of abyss, an interesting nod to one of the new mechanics introduced in the game. The little door knocker looking thing that he's got his whip latched too is crazily accurate to the in game dongles for swinging, which is a cool detail. Probably half of the enemies in the game are represented here, even little ones like the frogs and medusa heads, and interestingly the franchise's infamous stairs seem to be prominently featured too. I like that the crazy, nonsensical background composition make this look like some kind of swirling montage of the game as opposed to a depiction of a single scene, and the mostly grey-blue palette makes yellow-brown Simon really pop.
5. Contra III The Alien Wars
This is another one that is jam packed with shit directly from the game. Almost everything here looks exactly like its in game counterpart, even little details like the weird robots you have to hang from during the vertically scrolling stages. The giant skeleton boss bursting out of the wall is pretty much spot on, and oh my god that nightmare face in the background is unforgettable. I don't think I ever got far enough in the game to see that thing, but I'm sure its in there somewhere. Much like with Super Castlevania IV, the exaggerated perspective makes it seem like this is all happening in some kind of swirling vortex of action, as if we are simultaneously seeing every scene from the game at once. The intensity here is stuck at 11, which suites the game just fine.
6.Teenage Mutant Ninja Turtles IV: Turtles in Time
For the home port of this gem, Konami decided to produce art that kicked the hell out of the original arcade cabinet art. Whereas the last two boxes simply looked as if they were occuring in some kind of temporal whirlpool, this one definitely is, as elements of the many time periods the turtles visit all look to be caught in a sparkly tornado. The turtles themselves look downright MENACING here, with insanely detailed and chunky musculature and faces of absolutely fury. This is probably the scariest the animated turtles ever looked in their heyday. Yeah, that's the cartoon turtles. The movie turtles would never be caught dead with those alphabet belt buckles. Also, it's neat that Raphael is front and center here.
7. The Legend of the Mystical Ninja
I spent a long while debating whether to include this one on the list, as I'm not positive it's done by the same guy. In fact, the more I look at it, the more I think it isn't, but I still love it, so boo. This was probably the single most Japanese game to ever make it to the US, and it's a miracle that it made it over with much of it's character intact. Sure, Goemon looks a little more like a Garbage Pail Kid than I would like, but that tiger looks absolutely amazing, and the wacky look of the enemies seems to be pretty intact. While a little less action packed and intense than some of the others, but it's still jam packed with tons of weird shit from the game. I'm willing to bet this was a really hard one to do, so congrats to the artist for getting this done.
8. Sunset Riders
I never really played or even saw Sunset Riders other than at the arcade, but when I saw this box later in life I instantly recognized the Konami aesthetic. Like with Bayou Billy, there isn't as rich of a world to Sunset Riders for the artist to work with, but he did an admirable job of sweeping the western action into a furious stampede of frenetic madness. Only two of the playable characters are here, unless the others are behind the logo, but a boss or two is there, and horses! Scary, scary horses. Also, check out that terrified chicken. Now that is detail.
9. Castlevania Bloodlines
Konami didn't make a ton of games on the Genesis, but after a while they seemed to notice that the machine was getting a little traction, and decided to start dropping a game or two. The more vertically aligned boxes of the Genesis seem to have given Konami's artist a little trouble with his usual "swirling vortex" composition which seemed to fit so naturally on the Super NES's wide format. The result is two slightly unusual compositions, the first of which was done for the first and only Castlevania game for the Genesis. Here, musclebound John Morris struggles to look at enemies that are both behind and above him. Unlike the wooshing whirlpools of the previous pieces, this is more like a hazy tower of evil, with far fewer background details than usual. Still, there are plenty of wonderfully rendered enemies on display. This cover also weirdly omits the second playable character. Still, it's a colorful and memorable piece overflowing with machismo.
10. Teenage Mutant Ninja Turtles: The Hyper Stone Heist
I remember being really excited for this game. I don't know why, as I already had Turtles in Time for SNES, but having Turtles game on the Genesis was something I was really looking forward to. Again, no swirling vortext montage here, but in terms of composition I think this is a really strong piece. It uses the tall format of the box to provide a great sense of scale, with the towering heights of New York City ascending into the darkness of the sky. The lighting on the turtles, who are again rendered as visceral beings of fierce determination, draws the eye to the heroes immediately and contrasts the largely blue palette of the background pleasantly. While little of the game is really represented here, the illustration is still overflowing with detail. It's one of my favorite boxes, and one of my favorite illustrations of the Ninja Turtles in general.
BONUS ROUND
Teenage Mutant Ninja Turtles III: Radical Rescue
Again, I never played Radical Rescue, but upon seeing the cover I couldn't help but see the connection to the other Turtles related art. The other Gameboy games didn't use this particular art style, opting for art from Mirage artists, so this, Turtles in Time, and Hyper Stone Heist are unique as being the only TMNT games to have box art done by Konami artists. I don't like this piece nearly as much as the others, but I couldn't not include it, as it isn't without it's charms. First of all, only one turtle is pictured, but that almost makes sense, as the game is mostly about rescuing the other turtles. Granted, in the game you start as Michelangelo, but whatever. Leonardo appears to be utilizing a drilling strike to tear through a wall, which I think is actually from the game, which is a cool detail. Much like how the tall Genesis boxes seem to have prompted a shift in design, so did the small format of the Game Boy boxes. This was probably about half the size of a SNES box, and perfectly square, so the artist opted for a simpler composition, as if Leo is bursting out of the box itself. The contrast between the bright light of the background in the cool blues of the wall and Leo is a pleasant effect. I think it works, even if the logo is a little cheesy.
That took a lot longer to do than I expected, but ultimately I'm glad I went through this. I have no idea who this guy is or what he is up to now, but I know there was something wonderful about these boxes. The sheer frenetic energy of these illustrations managed to sell me on an entire game in just one feverish image, and many of them stuck with me for my whole life. These are objectively beautiful pieces, dripping with raw intensity, and still manage to be remarkably accurate to the games they adorned.
Although this was sort of a grueling process for me, I think that I like this enough to probably do more of it, though I think in the future I'll probably stick to a single piece at a time, as it's past midnight while I am writing this, and I am both super tired and need to use the bathroom something fierce.
Thursday, August 14, 2014
Lots of work on AtomMan
Was seized by the desire to work on AtomMan, a project I've been working on and off on for a very long time. It was actually the first ever game I ever made, waaaay back in like 1999, when I was just a 6th grader! It originally started as a MegaMan fan game, but after a little while, I guess I wanted to make up my own bad guys and such, and it turned into a VERY thinly veiled ripoff, parody, homage, or whatever you want to call it. The sprites were even just crappy recolored versions of MegaMan characters, with pretty minor tweaks. There was a great deal of humor in the game, and some pretty terrible and basic gameplay, but I felt pretty accomplished.
Look at him go! These are just his basic animations, but there are going to be tons of other weapons and maybe even forms to take on. To get started, though, I think these are coming along nicely.
I also mocked up a little screenshot today, which I think turned out well. This is the first time since being a kid that I've gotten this far on this project, so it's pretty exciting.
Not finished anything yet, but just trying to establish the look of the game. Obviously very MegaMan inspired, not going to debate or deny that, but I want to push this game into some pretty out there territory. I want to try to bring all the things I loved about the Legends and Battle Network games into the basic gameplay of a 2D classic MegaMan game, but there's elements of other games from this era that I really loved back then, including Shenmue, Brave Fencer Musashi, Legend of Zelda and Mystical Ninja.
OKAY! So that's what I got so far. Feeling pretty good about it so far, but definitely a work in progress.
Now, years later, I couldn't really resist the urge to look at these characters again, and I started to think that maybe there was some potential here. Sure, it started as a pretty basic ripoff, but some of the designs had genuinely cool elements, and I thought I could re-imagine it into something much more original, while still obviously honoring the games that inspired it.
So yeah, the inspiration is probably SUPER OBVIOUS, but I think this turned out really well. I don't want to talk to much about the story just yet, but these guys are the main bad guys.
Now, because I can't focus on anything, this is both a comic and a game, so here's some of the animations and such I've whipped up!
Look at him go! These are just his basic animations, but there are going to be tons of other weapons and maybe even forms to take on. To get started, though, I think these are coming along nicely.
I also mocked up a little screenshot today, which I think turned out well. This is the first time since being a kid that I've gotten this far on this project, so it's pretty exciting.
Not finished anything yet, but just trying to establish the look of the game. Obviously very MegaMan inspired, not going to debate or deny that, but I want to push this game into some pretty out there territory. I want to try to bring all the things I loved about the Legends and Battle Network games into the basic gameplay of a 2D classic MegaMan game, but there's elements of other games from this era that I really loved back then, including Shenmue, Brave Fencer Musashi, Legend of Zelda and Mystical Ninja.
OKAY! So that's what I got so far. Feeling pretty good about it so far, but definitely a work in progress.
Wednesday, March 5, 2014
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