3.27.2007

Some of my other art


This is a quick study from a photograph in Graphite.


This is a charcoal study of the female torso from a photograph.


This is a charcoal study of the male torso from a model.


This is a conte pencil study from a model.


This is an acyrilics painting from my senior year of high school (2004). The style was inspired by Alberto Giacometti, a French painter and sculptor (most well-known for his sculpting).


This is another acrylics painting from the same series.


This is yet another acrylic painting from the same series.


This is a 2 page comic book that I made in the Summer of 2005. I was reading a lot of Frank Miller comics at the time and thought I should give this a try. This was done in pencil first and then I went over it with Sharpies.




Horse skull study. I took some artistic license on the back of the left horse skull to make it more interesting. This was done with blue Charcoal I believe.


A Red Devil painting for a Chico State Grad to decorate his office in a Red Devil theme. This was produced in Corel Painter IX.5.


A quick study from a photo done in Mirage.


This is a digital painting produced in Bauhaus' Mirage 2D animation program. Not exactly the most efficient way to paint something.

Viathan Video Game Concept Art

The following are a few peices of concept art from a student made video game project that I have been working on for the past year. Its a 1st person adventure game that takes place inside the body of an alien creature (space whale).



This is a level design for one of the first levels of the game. This level is supposed to reveal to the player that they are inside of something living.


This is a level design for one of the larger levels of the game, Overworld. Its the stomach of the creature. Its the central level of the game and where many of the doors to other levels are available.


These are few of the many weapons designs that we have gone through in the course of this project.


This is yet another weapon design, called "the Wheeler." I based the main circular shape off of a wagon wheel. You see there are 3 energy beams on the top and bottom that create the wagon wheel shape. Those energy beams meet in the center and are catapulted down the barrel of gun by a shock blast valve. The Wheeler has this triangular funnel shape that narrows down the energy beam, which is kind of like a rail gun.
This weapon also has a special attack, which is an unfiltered blast. As you can see in the upper right corner, there is a bolted hinge that allows the triangular funnel to move out of the way. This results in a giant unfiltered energy blast to exit the gun.


This is a health replenisher. Its supposed to be a tumor or growth of some sort inside the creature. By bathing in the sprayed enzymes the player is able to replenish their health and get back to harassing the alien creatures.


This is the Lightning obstruction. One of the key components of the game play is that you have this weapon that carries 4 different types of ammo: lightning, acid, sticky and fire glob. The gun is like a big Swiss Army knife that you use to solve puzzles like the one above. This lightning obstruction is a large sore in the creature that has become infected. You must use your lightning ammo to contract the muscles/tissue of this sore and force out the sore fluid so that you can pass.


This is the exit to the CIA level, which is modeled after the brain. It has a lot of bone materials and lightning moving around it. So I decided to build on the bone look and made the exit door a spinal column that comes out of the skull wall. As you can see the lightning obstruction is blocking the exit and you must use your newly attained lightning ammo to exit the leve.


These are some of the plant designs for the game. A light tree on the far left. One of the first passes at the large organ in the center of "Its Alive" Level. And lastly some small lightbulb bushes.


This is what I call a puddle jumper for the Overwold level. Its like a giant lilypad so that you can cross the liquid areas.


This is one of my favorite creatures for this game. Its called the Flapparay because it is a mixture of a manta ray, a bat and a scorpion. This creature is one of the first aggressive creatures that we introduced to the game to help bump up the intensity of the game. Its supposed to bum rush you by harpooning its tail into the player's stomach and wraps it's wings around the player's head so that the player's view is obstructed while it gnaws on the back of the player's neck. The only way to get the creature off of you is through a melee attack or shooting it off of you.


These are the Globbies. They are tiny little creatures that are easily killed and travel in packs. They are docile unless provokes, which results in the entire pack ganging up on you. The AI turned out great for these guys and they have a really funny personality, which allows them to get into fights with the other alien creatures, but not each other.

I came up with the idea for these creatures from a slinky. I liked the cylindrical shape and even more so, the movement. As you can see, the Globbies have no real top or bottom, which was something that really worked with the slinky movements. This creature also has a spiraling buzz saw of teeth for attacking the player to give them some intensity.


This is the Lasso Door. It is basically a mondo sized Globbie with a lasso tongue. This creature functions as a door to reach another area/level of the game. The player comes across this creature to find it sleeping and like any normal person, will eventually open fire on it. The sleeping giant Lasso Door then awakens and shoots his tongue out like a frog. The player is then quckly pulled inside the Lasso Door, with a major case of wiplash, and now finds themself inside a new environment.

Anyhow, as you can also see there are some crazy shaped objects. These are some of the spawn points that they come out of. My favorite one is the spotted pod shaped one. The Globbies are supposed to be moving around inside, kind of like microwaving a bag of popcorn, they then pop out the top and land on the ground. Its a nice visual, but didn't happen to make its way into the game or at least not yet.


This is another doorway for the lungs level, which was modeled after a human heart valve. THis is one of my favorite doors just due to the color scheme. It is supposed to open and close to show the breathing nature of the level it represents.

2D Animation Competition

You can check out one of my 2D animations at the following link:

http://www.studica.com/skills/vote_detail.cfm?rid=6910&competitionid=55&rowid=1

(It takes a few seconds to load)