This is a bit of a throwback. I was going through an old hard drive and found this animation I did while I was at Studiobanks. From what I remember this was used as a commercial/promo for Studiobanks that played at the ADDY Awards in 2008.
My bud Keeley Carrigan did all of the character designs which were apart of a t-shirt/sticker/mural branding thingie we were doing at the studio at the time. In our office’s foyer we had a huge vinyl decal made of his design that was really something to see.
A wooden background was actually a design element we used in all of the company’s branding. In fact, a wood background was used in almost every version of studiobanks.com that we made.
It was really neat seeing this again. I had a lot of fun working with Banks and all of those dudes for that chunk of my life.
Here’s a little game prototype I made over the weekend with my pal Keeley.
You’re a little ghost possessing other characters in order to make it through each level. It was pretty fun to work on so far. Maybe we’ll spend some more time on it and build it into a more complete game.
I participated in Ludum Dare 46 last weekend by making a game called CP-ARTY (CPR-party … get it). The theme was “keep it alive” so I made a CPR rhythm game where you’re doing chest compressions, mouth-to-mouth, and shooing off lookie-loos to the beat of a haphazardly thrown together track I created with SoundGrid.
You can play CP-ARTY online either on GitHub or Itch.io. Here’s a video of the game in action:
This is the first game jam where I used Unity and the game’s 3D-based which went much better than I was expecting and was a lot of fun animating the low poly characters in Blender. All of the feedback so far has been extremely positive so I may spent more time fleshing this out into a longer, more polished game. 🙂
For that particular one I’m using A-Frame to handle the tracking of custom markers within the browser. The workflow for exporting a 3D object from Blender to a glTF, and then loading it into the Three.js scene is remarkably easy.
In the future I’d like to see how well one of my photogrammetry captured objects renders and see how well animated objects and interactivity works. I suspect as long as you’re mindful of most Three.js rendering limitations you’d be fine but who knows with the addition of the whole AR layer within the browser.
I’ve been experimenting with more photogrammetry tools and techniques. This time recreating 3D human heads using a Blender add-on called FaceBuilder which is developed by KeenTools. Using FaceBuilder is pretty straightforward:
you take 7 photos of the head you’d like to recreate at various angles,
import those photos into Blender using FaceBuilder,
align the FaceBuilder mesh to the 7 photos using their pinning system,
bake the photos into a texture used by the generated head mesh, and
clean up the baked texture by doing a bit of clone tool work over anything that may look off.
I’ve found that taking photos on a bright, overcast day gets the best results as well as trying to capture the 7 key photos as quickly as possible (before your subject shifts around too much) and well as detail shots around the head to be used to texture paint in anything that may look off when the textures are baked.
I’ve been doing some photogrammetry tests using my iPhone 11’s camera, Agisoft Metashape, and a Proko Anatomical Skull. The goal is to accurately convert a physical 3D object into something that can be used within a game. I think if I focus on taking less blurry photos (like the back of the skull were) the results will be spot on next time. It’s interesting how you can see the lack of details translating into the glitchiness of the generated mesh. There’s a bubbling particle-like explosion wherever the details drop below a certain threshold.
Anywho, after I get a workflow to reliably capture a 3D object the next step would be to retopologize and possibly rig the object in Blender. I’m anxious to be moving onto that soon. 🙂
I’m really jazzed to finally launch Toy Gun Office Simulator on Steam! Currently I’m working on an update to fix a handful of bugs and add a few new features. I may add Steam Achievements and different types of guns in a future update.
Anywho, it’s really exciting to have Toy Gun Office Simulator in the wild!
Aside from myself, I’m the only person within my family and group of friends that owns a VR Headset. This is more than a little concerning when I plan on releasing a VR Game that I want people to actually play. To get around this issue I’ve been localizing Toy Gun Office Simulator in order to make it playable by as many folks as possible.
For its initial launch on Steam it should be translated into Chinese, English, French, German, Italian, Japanese, Korean, Polish, Russian, Spanish, Turkish, and Ukrainian. I’m using I2 Localization in Unity which at least makes the coding part of this relatively painless. Although it has been interesting working through the design challenges involved in this effort and I’m hoping that it makes a difference in how accessible the game is.
I’ve finished the fourth level Toy Gun Office Simulator will be launching with! In this one you try to survive waves of enemies trying to shoot you with their own toy guns. I tried to make this feel as close to how a toy gun fight would in an actual office with your co-workers and am really happy with how it turned out. This level’s definitely my favorite so far and the handful of folks I’ve had test it really enjoyed it too. 🙂