This week’s Astrobase Command blog update discusses some of the character design ideas we’re knocking around. Swing over to the Jellyfish Games developer blog to read it in its entirety.
A little while ago, I took a camera to one of our team meetings. It turns out we were mining intellectual gold at the time, waxing poetic about the mining, harvesting, and general resource dynamics that Dave is developing for Astrobase Command.
Although the intention at the time was to capture some B-roll footage for an upcoming game trailer, some of the information helped address a question that Ethan asked us on our forums. It has the added bonus of showing something slightly more visually interesting than what we’ve been posting in our first set of vlog updates. Indeed, viewers get to spend a little over five-and-a-half minutes basking in glorious HD shots of Dave and Adam talking. A rare privilege any way you look at it.
So, without further ado, here’s the interview.
Artist Florian Mellies from Germany (DeviantArt handle SpOoky777) certainly knows how to tell a story with his illustrations. He is also clearly a huge Battletech fan. These two features come together nicely in his piece below, No Parking.
His gallery is interesting because it contains an eclectic mix of different science fiction subjects and his progress as an artist is visible.
Ginormous robots. Check.
Titanic monsters. Check.
Sweet visual effects. Check.
Pacific Rim has all the makings of a brilliant summer blockbuster. Hopefully the script will be up to the challenge of complementing the flashy visuals, but when we take a moment to honestly assess this kind of movie, there’s some expectation of switching the brain machine to “off” and doing some healthy suspension of disbelief to enjoy this kind of movie.
A few thoughts about the trailer:
1. Mr. Del Toro and his concept artists must be big fans of Warhammer 40K’s Tyranids.
2. If a giant robot movie with no pre-existing fan base can make it big, and I certainly hope so for this movie, then it suggests that it is time to bring out the movie that I’ve been waiting for years to see produced: Mechwarrior.
My giddy-o-meter jumps a couple notches at the thought.
As I’ve mentioned before, I like to focus my wandering mind by doodling during meetings or other events that need my mind to be focused for a prolonged period. These doodles usually end up in a notebook, but tonight they are on my computer thanks to a good phone call, and a conveniently handy graphics tablet.
Atom Bot spilled out on the page with a variety of other nonsense, but the basic shape eventually caught my eye, so I quickly refined it and added some colour to make him pop. Not too shabby. I guess I should make more calls.
I love the transparency that accompanies the development of many crowdsourced games. For an aspiring game developer such as myself, seeing updates such as Star Citizen’s Hornet WIP gives me all kinds of ideas and tidbits to incorporate into my own processes.
In the case of Roberts Space Industries’ most recent missive, it’s the opportunity to see the design work that goes behind the development of the beautiful space craft and character models that will populate an epic space opera. The quality and quantity of work that has to be done behind the scenes to deliver such cutting edge graphics are humbling. I can only imagine the mountain of programming that has to take place to make this magic come together.
A great deal of sweat and tears have to be shed to bring these creations to life!