1 March 2009
28 January 2009
30 December 2008
A little bit dynamic
A young and vibrant cluster of pilers, fast passed and dynamic focusing on creating a fast pased rhythm
24 December 2008
Adapted Logo
This is the new logo, as the project has evolved its moved past its original design. I feel this new design encapsulates the mood of the project far more accurately than its predecessor.
22 December 2008
Characters
After the numberouse itterations that were generated throughout the concept development here are the 3 final character designs. Currently they have been coulered to a degree however there will be additional colouring modifications made however throse will be poster when the bourds are fully compleated.
I will find the time to scan in a couple of the random concept characters that were generated from this process. Though i'm tempted to create a little interactive flash project as a place for some of these wired designs to live...
A fuller version
12 November 2008
Environment concept art
This is the first painting that was used as a mood board, Illustrating the balloon state environment a sprawling labyrinth of pillars, Air currents Bursting from there vents, A maze of space to explore hidden alcoves from where other sections of the of the world can be seen. However at this images stage of production was used as colour
The following 2 images have the colour and the feel that were going for. There are several more that I'll upload over the course of the next few weeks.

The beginning of Void
This is a retrospective post to catch up with some of the mass of work that’s gone into this project. First I’ll introduce my group there’s four of us in total, Andy, Caryn and Catharine. This is the best possible group I could of asked for this project. With this I'm really enjoying the opportunity not only to be working with this group of people but also the discussion that comes from working together; Getting to develop ideas and push for my vision of the space, Most importantly always trying to keep this project as tight to its mission statement ' To create a consist ant visual spectacular and to provide the player the means to experience the world to it's fullest '.
There hasn't been another project that's pushed me as hard as this and with that there is a noticeable improvement in every aspect of my work.
Void as mentioned in the title of this post is the name of this game, which is 1 of the few things that hasn’t changed from my original pitch. I don’t intend to go over the progression of this concept here instead that will be covered on the Void site that will be up and running in the next few days.
For the first few weeks of concept development there was a lot of discussion and concept work to decide the visual style. But on the 25th October we got it finalized. A long couple of days but it’s there something solid that we can finally build on. For that was the day when this projects visual style was born. I'll be posting some of the sketch pages and the mood boards soon. For now here's the Logo, i designed it for the original pitch and at least the name was the first signed off design for the project.
9 May 2008
Little Update

8 May 2008
Pacing down
Well the last mesh was fairly taxing, in that it was the first of that sort of mesh I've made. And if u don't know what i mean by that, its that the mesh is built from creating subtle undulations on a single shape, without solid definition between sections. I'm mostly talking about the mesh not having a neck. But it really made it harder to get him looking the way i wanted. Anyway this is a quicky of sorts, i found a little doodle lying about and decided to model him. He was nice and simple and and was reasonably fun to model only took me like 2 somthin hours. Strangely for a quicky i actually really like the way he turned out. 
Heres the mesh link:
Little Horny Mesh
7 May 2008
A tough un
OK now I'm going to admit this mesh was harder to do than i thought and it did take me a little longer than the rest, about 11 hours or so at 2000 polys so its snugly within poly count and most of the tris are hidden now. That took a good whack of time those pesky tri's seem to turn up in the most fiddly places but anyway its done now. To my credit I'm reasonably proud of this mesh, it has everything that i set out for and with the limited amount of information i gave myself the mesh has stayed very true to its original design. But the impact of that limited information for this complicated mesh is the extra time it took me to finish about 3 hours longer than any of the others. It was a long and grueling journey, OK so 11 hours isn't that long and defiantly that grueling. Considering I've spent 25 time as long as that on some projects, never a personal project though but i think its self explanatory why. But here it is the best mesh I've made so far.
As as you should be aware here is the link and the customary notice of this is copyrighted work and does require my accrediting when using any mesh's linked to though this blog by giving my name and the link to this blog. Enough with the formalities here's the link to the mesh enjoy.


Grumpy Fairy Mesh
As always iv'e made a few additional tweaks but not much for me the real issue i still have with this mesh is the thumb. Its still a little off but im sure i'll get round to tweaking it.