Each line in a drawing is very important, in my opinion. Whether or not they are a sumi-e painting in the end, each line is a part of the whole and if you’re missing or have too many lines, then the final piece is incomplete or overworked. How does this relate to character design, you [...]
Filed under: Game Dev on February 27th, 2010 | No Comments »
I love looking at people’s sketches because they show the raw lines to the drawings. The raw lines, to me, show a lot from the pressure used on the pencil to how quick the lines were drawn based on the taper of the lines ending in a sharp point or on a stub. It shows [...]
Filed under: Game Dev on February 25th, 2010 | No Comments »
Several years ago, when the creation of OEL-VN’s (Original English Language Visual Novels) were still fresh and new, there was a lot of energy and optimism in making VN’s. One of those was for the creation of a full-fledged visual novel like Tokimeki Memorial with 12 “date-able” characters, multiple locations, and of course, multiple endings. [...]
Filed under: Game Dev, Love Revolution: Fragile Hearts on January 26th, 2010 | No Comments »
Several days ago, I talked about the backgrounds of Love Revo: Fragile Hearts. That was a rather interesting time for me and I’ve learned some lessons from it. For one, it was the first time I was working with a large team comprised of volunteers who were interested in working on the project. I was [...]
Filed under: Game Dev, Love Revolution: Fragile Hearts on January 22nd, 2010 | No Comments »
In my recent Foxtaile Backgrounds and Perspective Books post, I mentioned that I didn’t think I was good enough to do backgrounds of buildings and such. Let’s take a look at some Love Revo: Fragile Hearts backgrounds I did about 5 years ago to let you get an idea of what I mean…. Personally, some [...]
Filed under: Game Dev, Love Revolution: Fragile Hearts on January 20th, 2010 | No Comments »