Artist spent 30min each day for the past few months to make daily sketch paints
Gabriel Verdon submitted his daily sketch paints on reddit by saying that he spent only 30min each day (for the past few moths) in order to create these black and white illustrations. I can say it looks very original, dark and interesting. Very nice choice of color, which is limited. Do you like it?
A couple weeks ago I started doing some sketches for a mech design concept that had been lingering in the back of my head for a few years, as part of a larger worldbuilding project. I really wanted to achieve something that looks more humanoid and less mechanical, using things like the Alseides mechs from Escaflowne and medieval Novgorod style face-shaped visors as touchstones. I think there’s some interesting unexplored design space around non-mechanical mechs that is still untapped. These sketches are pretty basic but I think they will serve as a good starting point that I can expand on in the future.
Videogames as Art: Superbrothers: Sword & Sworcery EP
Superbrothers: Sword & Sworcery EP is a videogame collaboration between Toronto-based creators: artist Craig D. Adams (aka Superbrothers), musician Jim Guthrie, and indie development house Capy Games.
Adams has described the game as “like hanging out inside a record.” Taking advantage of the touch-based control of the iPad, Sword & Sworcery pays homage to old-school point and click adventures while bringing in a fresh perspective and inspired art style.
In S&S:EP you play as the Scythian, a mysterious woman looking for a book known as the Megatome. What’s interesting is that many of the tasks you are required to perform in the game are bound to the real-world moon phases - and if you try to set your computer clock forward to mimic this, the game will scold you.
Superbrothers: Sword & Sworcery EP is available for purchase on Steam and the Apple App Store. For more information about the creators, click the following links: Superbrothers, Jim Guthrie, Capy Games.
The Marriage is a short game by Rod Humble, best known as an executive producer on The Sims franchise, and the CEO of Second Life developer Linden Lab.
The Marriage is quite unlike any other game, in that it doesn’t try to be fun. In it, Humble “paints a picture” of marriage in a way that cannot be done in any other medium. It’s not a poem that describes marriage, it’s not a photograph that depicts marriage, it’s not a play that showcases marriage - it’s a videogame that models marriage. Only by poking around the in system that Humble has constructed, and observing the feedback, do you reach an understanding of what he is trying to say. It exemplifies the concept of “communication through design” that Jonathan Blow and Michael O'Reilly use to excellent effect.
What I find interesting is that it demonstrates that it is possible to create a computer game with artistic intent, and convey a certain depth of information that isn’t possible with other media. Even if The Marriage is a very simple example, it offers the torch for future developers to carry.
For a more in-depth explanation of The Marriage, you can visit Humble’s website here.
I just learned via Namco Bandai that they have gone out of their way to have a blacksmith from Armédia create real-life replicas of the shields I designed for Dark Souls II! They also published some screenshots of the in-game shields, and they did an amazing job with them. I thought they were going to redraw them but I think they used the designs as is.
Huge thanks to FROM and Namco Bandai - I totally wasn’t expecting anything like this. I can’t wait to see them in the game when March comes around.