Date: Sunday 4 May, 2008
Started: 11:52 AM
Finished: 12:22 PM
Yes, yes, I know, the log entries are getting delayed, but they're getting done!
Might as well start off with the Thursday before last (considering that the "Sunn-Dae" is, by the Gregorian calendar, Day 1 of Ye Olde Weeke). As Dan had returned by that point, we were finally able to pull off our presentation, albeit with a lot of last-minute preparation that resulted in Todd's (?) laptop Blue Screen of Deathing a couple of times (or so I remember). However, we managed to pull off the presentation rather smoothly, with quite a heartening and ego-swelling response from our gracious audience (although we try to keep that second one in check). A few went as far as to actually question us, although I can't recall most of the questions (although there was some stuff about distribution of our game - which we cannot do, at least not for monetary profit - and Open Source music). Even I gained some knowledge from this - mostly, how much I have to feel sorry for the programmers (or would have to, if I had any lingering shreds of a conscience), considering all that code they have to sift through, and some extremely rudimentary knowledge of how Kodie went about constructing his Katana of Awesomeness and Doom. Come to think of it, I really should check in with Zoe (who was kind enough to film said presentation) to see what she's doing with the footage.
Tuesday saw a new level come into being, with Dan, Todd, and, to some extent, myself, mapping out what will turn into some sort of high-society, out-of-the-way clinic (think Rancho Relaxo from The Simpsons, but with celebrities getting facelifts) that's been ravaged by the mutant tide. From memory, not much else happened on that day, apart from Honni returning to photograph our nerdly exploits, and Kodie adopting the position of team maid (being sent to the shop to bring back edibles and that nice glass-bottled Coke). This (apart from Honni's photography and Kodie's manservantry) continued on into Thursday, with an extra layer (in the form of a secret underground bioengineering lab, which actually has, from what I could see, a very nice and compelling structure - not that I'd contribute this to Andrew taking Dan's place on said day) being added onto the clinic level, heralding a wave of plot progression in its wake. Rhys and I also took some time to discuss character proportions, drawing up some rough concepts (over images of a Half-Life 2 model, so that we had a human template) so that we could capture the proportions for some of the models.
Recently, I have been experimenting with using a Wacom tablet. Although I have had experience with them before, I'm trying to work with new techniques and larger scales, which resulted in this piece of Penny Arcade fan-art (which I shall be using for Graphic Design work) that I am quite fond of:
I stumbled across this sketchy and vaguely graffiti-like technique by complete accident, and I'm actually so pleased with the results that I may do some conceptual art for The Project in a somewhat similar style. I'm thinking it will probably look quite fancy with architectural concepts, although I'll be taking a cleaner approach in that case.
Anyhow, I may come back to this entry in the future if I think of anything beneficial, but, for now, keep watching the skis!
Give away the stone, let the waters kiss and transmutate these leaden grudges into gold…