The Shrunken Designer

2D Games Artist, Freelance Illustrator, Graphic Designer, Mad Scientist and creator of Oni World.
Happy Easter everyone, love the Twisted Easter Bunny.

Happy Easter everyone, love the Twisted Easter Bunny.

Just working on some personal illustration ideas by doing some digital sketching. I had the idea for this image about 4 years ago and its been sitting on an old todo list since. Only just getting to it now.However, the original idea was a robot on a crucifix but, in this sketch, I’ve changed it to a robot getting lynched. I did some reading up on lynching… it made me very sad.

Robot lynch mobs… a future concern?

Just working on some personal illustration ideas by doing some digital sketching. I had the idea for this image about 4 years ago and its been sitting on an old todo list since. Only just getting to it now.

However, the original idea was a robot on a crucifix but, in this sketch, I’ve changed it to a robot getting lynched. I did some reading up on lynching… it made me very sad.

Robot lynch mobs… a future concern?

Here is a small selection of some of the concept design work I created a while ago for Game Odyssey’s BRAIN DROPS game. Every object in the game was designed to show how the object would break up once it had been spelt and shot.Some of the objects here made it in the game, some didn’t, but what was always important during the design process, was to make sure the object was recognisable the second you looked at it.Well over 100 objects were initially designed and more have been done conceptually, ready to be plugged into the game.
Here, you can see how the game’s objects differ from the ones I ended up designing:
https://apps.facebook.com/braindrops/

Here is a small selection of some of the concept design work I created a while ago for Game Odyssey’s BRAIN DROPS game. Every object in the game was designed to show how the object would break up once it had been spelt and shot.

Some of the objects here made it in the game, some didn’t, but what was always important during the design process, was to make sure the object was recognisable the second you looked at it.

Well over 100 objects were initially designed and more have been done conceptually, ready to be plugged into the game.

Here, you can see how the game’s objects differ from the ones I ended up designing:

https://apps.facebook.com/braindrops/

I’ve spent so much of my time this past year, drawing almost exclusively in the digital realm, that I had forgotten how good it felt to draw with graphite. Tonight, I’ve been doing some old school sketching and I’ve been chuffing lovin’ it.

I’ve spent so much of my time this past year, drawing almost exclusively in the digital realm, that I had forgotten how good it felt to draw with graphite. Tonight, I’ve been doing some old school sketching and I’ve been chuffing lovin’ it.

oniworldgames:

New Mini Project Announcement: Renga

The Why:
Oni Works was set up as the games company who would be making “Oni World” related games, the flag ship title of which is called “Klank’s Story.”

While the plan is to still work on and release that game, with all the attention and love we can humanly give it, it doesn’t deter from the fact that we like making games of varying style and finish, or that we have little ideas that aren’t suited to the Oni World IP.

As such, Oni Works will be releasing small and fun games along the way as we work on the bigger project of Klank’s Story. The idea isn’t to distract ourselves from that main goal, but to experiment, test ideas and styles, and so that we can better serve our flag ship game.

Although work begun on a small game a while ago called Oni Match (which is on hold but will be completed and released in time), we’ve discussed a few more game ideas we’re going to work on and produce for you guys.

The first game we’re officially announcing is “Renga,” and here are some preliminary pieces of artwork for the game.

About the Game:
The game centres around a very simple mechanic of play. You shoot the blocks and every block that gets destroyed, something is shot at you. Also, every 2 seconds, something is shot at you regardless of whether you’ve just destroyed a block or not. If you get hit 3 times, its game over.

We’re also making this game a perpetual one, with the aim is to get as high a score as possible. Blocks will continually shunt down from above.

We’re aiming for Android release, Facebook and also anywhere else we can put it really. All for free.

Renga’s Secret Origin:
Renga started life some 12+ years ago when I was playing around with a simple game making program called “The Games Factory.” I happened to design a very basic game called “SpaceBlast” with the mechanic of shooting blocks and getting shot at. It is sort of the bastard child of Space Invaders and Break Out.

After digging through the files on an old hard drive, I found it and decided as an exercise to reskin it visually. After showing Sam, he fell in love with the mechanic and we decided to just make it for everyone to play.

Renga will be widely released within the coming months.

Renga… not Jenga baby.

oniworldgames:

Here are some recent concept designs that I think you’ll toadly like. Get it?

- Lloyd

Devlog update #6

oniworldgames:

I’ve spent most of my time lately integrating spine, and Klank’s animations. I’ve also been working on getting some movement mechanics in, such as climbing. After spending quite a bit of time thinking about the best way to implement this, I decided on this approach. Basically, we have two

Got some amazing Oni World sexiness to show you.

oniworldgames:

See how a giant mushroom is created for the game, in a new Youtube video where Lloyd talks about the process of conceptually designing something for the Fungal Swamp level.

Hear me waffle on about my ‘process’ in this video as I walk though the concept design pieces of creating a giant mushroom for the Oni World game.

While usually I work within the gaming industry as a games artist and designer, I still like to do pure illustration work. Back In January, I was asked to produce a map for Haringey Council in London, to show a planned energy network expansion in the borough. The map had to be a loose representation of the placement of things, it needed to be stylised and simple, bright, bold and lovely to look at. It also had to be scalable when printed, for it was to be used in a booklet and on a banner.
To complete this piece, I started off by sketching a lot of the buildings first to get the basic look I was going for. I then created moved the sketches into Illustrator and built up their designs using vectors. I then took a cut out of the shape of the borough, and set the shape to an isometric slant, to match the isomeric look of the buildings.
Once I had placed all the buildings, roads, signs and trees onto the map in Illustrator, I moved all the pieces over to Photoshop and used layer effects to bump the colours, add some nice graphical touches and just round the image off to a nicer finish.
Overall, it took around 2 weeks to complete.
Thanks for taking a look.
Lloyd Harvey

oniworldgames:

Game development diary for Oni World: Klank’s Story

(youtube cut off the last few seconds of the video, unsure why)

Sam talks through a new addition to the game engine in this first Oni World vlog video.