Tapestries
A work of art is both a single object and a collection of individual choices – sentences in a novel, assets in a game, instrumental parts in a piece of music, each of these is added and shaped with intent…
A work of art is both a single object and a collection of individual choices – sentences in a novel, assets in a game, instrumental parts in a piece of music, each of these is added and shaped with intent…
Right around the time I was writing last week’s post I felt a suspicious itch in my nose that meant I was maybe getting sick. Then I got sick. I was pleased at how accurate my nasal observations had been,…
It’s been kind of a strange month for the project. I’ve made next to no progress on the task list I’ve created for the game, but I’m still largely satisfied with the work I’ve done. That is to say, I’ve…
I’ve been watching old videos of the original The Binding of Isaac, and it’s strange looking back. As many huge improvements as Rebirth, the remake that came out a couple of years after, made to the base game, still it…
The first lesson I was taught about drawing was: Don’t draw what you know to be there, draw what you see. We know the hand has four fingers and a thumb, but sometimes fingers hide behind each other, sometimes the…
It feels, now, so naive to believe that higher resolutions, faster framerates, and more polygons could ever lead to something which appears truly real. Every step we take toward making things look realer becomes a step into the uncanny valley:…
It’s been a bit of a slow month for work on the EverEnding project for reasons which are largely obvious. About 10 days of the last 30 were taken up with a big holiday trip, under which circumstances I wasn’t…
One of the hardest lessons for me when it comes to art is that it’s not always possible to take a piece that is unsatisfactory and work on it for long enough to make it good. This is counter-intuitive, especially…
The mechanics of a game shape our perception of its characters. Samus, of the Metroid series, was perceived as stoic and resourceful, largely because the design of Metroid demanded resourcefulness of its players and had no real way to express…
The scariest thing about art to me now is not the tyranny of the blank page, but the certainty when I begin that I have no real idea where I’m going. I have meticulously planned out every moment of my…