Monday, November 26, 2012

Typography 01 by crzikrn


As someone teaching typography, I wanted to show the students a quick example and this popped out. This is a quote from Napoleon. Anyone interested in the fonts used, I will post links and information here later. I'm too lazy to do it now but I remember the names Brain Flower, American Purpose, and Bella Donna. It's all probably in dafont.com

Thursday, November 1, 2012

Game Dev Limbo Diary: Episode 1


I need to update more often, I still have the pyrovictim going- It's always hovering my head. Maybe I should give myself a push to finish a shorter game project, so I can get me engine started to roll on game making. Two days ago I found out about 0hr Game Jam! and I got... (more like chose) the theme of "talking a suicide robot out of its death"! Started writing a background story for it. It's for this Sunday so I'm gonna freaking finish the story by Saturday morning and make the game out of AGS with basic geometrically shaped robots. I will finish! C'mon I can do it! Plz... I mean I'm starting to get my doodles and graphic design on the roll.

I should write about what I have in mind for the 0hr Game Jam. So, opening my document file let's see what I have written down. 1) Find reasons for the robot to have a dilemma between life and death. 2a) Find unconventional methods for a robot to suicide in this world. 2b) Create simple environment or culture of the world to give a meaning to the method of suicide the robot will choose. 3) Write out the daily routines of this sad robot. 4) Give a personality and blah blah. Random things that I think it's important to create this game. I mean it has to be believable! And out of the norm to talk out a robot out of its misery or forsake its fortune of death.

All I can think of is..... Monkey Island. But that's for the dialogue. You know maybe I'm thinking too much for a game jam. But! I don't care! I like to think too much. I mean it's a whole new world with whole new characters, with whole new culture. I hope I dream a weird world today. That be sweet. With this I'll end my diary of game dev limbo! (Just made up the name)

Friday, October 19, 2012

Illustration: Insight


Obviously Journey inspired illustration. I was roaming about the net (sacrificial princess from doublefine). Rejuvenating the passions for drawing, drawing to spur the imagination. It's been awhile since I've just drawn out of flow. Oh yea and probably I drew the desert because I'm so close to the gobi desert.

Friday, October 12, 2012

Illustration: Chickens Pool

Hola, I've moved to Mongolia and it's been hectic. I've been teaching media in the Huree University of ICT and I am not finding anytime to work on the pyrovictim. I am so sad. Although I managed to just make chicken art, lol.

Saturday, September 1, 2012

Game Design: PyroVictim v0.2

Updating the status on the PyroVictim. Only a small update though. I've made a few more art assets: new sets of trees, the fire boxes, the mountains and the gradient of the sky. The art assets make a huge different. Also found out how to do parallax movement and added mouse event on the text boxes. Well... while making art assets I found out that one needed to be an art director before hand and imagine a lot of small detailed parts before making them. So because of the needed art direction, I needed to also research on how I was going to make the story progress, which I've made a basic outline of it. The post will be about that. I'm finding a lot of difficulties organizing myself especially on the art direction because I get so lost during the programming part. Good programming is hard even though I'm using an easier way to make a game. 

Tuesday, August 21, 2012

Game Design: PyroVictim v0.1






Making the next game! Starting from an illustration I did back ago here on this blog, the one where the house is burning inside a forest like-area with mountains, and where someone is crying for help. I'm excited it'll be a much more indepth game than fishypond. lol.

This was done in like probably 5-6 hours. Getting the art assets how I want although I don't like the trees here it was a last minute asset before leaving the cafe. Also I wasted too much time animating the clouds on the background or should I say figuring out a loop for it but ended up doing it the long way. I was afraid of lag, but now I should focus more on the gameplay, the art assets, and just making it even though it becomes laggy!

Sunday, August 12, 2012

Illustration: Music Cover


Was just demonstrating the use of feathering and this came out. Nice subtle beautiful droolful at least for now. Maybe that's what I should call my mongol teaching blog: Mongulian Chimpanzee, would people be offended? I ain't calling anyone a chimpanzee it just sounds good. Oh yeah! Can you notice I'm reusing the character. I gotta start thinking more when designing all of these are done on the whim. Wonder if it'll be something if I just add all these sketch-like illustrations?

Friday, August 10, 2012

Illustration: London Olympics



Just drawing out of the inspiration from the London Olympics. Hurrah with the little characters that feel like runners! 'Cause I love runners!

Wednesday, July 18, 2012

SpeedPaint: Jango Fett

Wow speedpainting is an interesting technique, so much more to learn. It is suppose to be Jango Fett. (Was following someone's tutorial, but such a huge difference) It's rather easier than I thought it would be. As everything else in this blog this painting was done with the mouse pad on the laptop. Oh I am excited to try to this to make backgrounds with illustrator and paint them with photoshop. I feel closer to start making an adventure game.

Saturday, June 30, 2012

Illustration: Moss Cafe



Cafe Moss, near home. Wasn't really feeling inspiring so decided to draw what was out there. I think I was trying a Mesut-garu (미숫가루) Shake. There's already games about cafes so can't really think of anything new. Counting cars behind the window? Counting the passerby? Reading the thoughts of the passerby, hey, that ideas sounds fun. I guess I am a story geek.

Tuesday, June 26, 2012

Illustration: EP cover

Illustration for an EP cover for any future album I might release lol. 50 years to early.

Thursday, June 21, 2012

Illustration: Fire House



In a house far away from the city a fire starts. The fire spreads; and it also spreads the voices and thoughts of the victims. You hear the cries as they happen the closer you get the more agonizing, you feel the anguish, the deep regrets, the sorrow, the hopelessness, what can you do, but listen to their cries?

Monday, June 18, 2012

Illustration: Me as a Character





Hmmm it's becoming more of my illustration blog hahahahaha which is cool. I'll get the game inspirated or inspired illustration going and make games again. But don't you just love illustrations? Yup I see this is how I imagine myself as an illustration, large pair of glasses, bit of long hair, and untrimmed beard.

Monday, June 11, 2012

Inpiration from Ellie Goulding - High for This (Monsieur Adi Remix)



While listening to Hypemachine I listened to Ellie Goulding - High for This (Monsier Adi Remix) and was drawn to make such movement with my hand and decided to actually draw on illustrator.

Track Link: (It's on the bottom!)

Saturday, June 9, 2012

Back to Korea

Back To Korea, need time to readjust my inner tempo. Feel bad not updating anything in this blog. Meeting old friends, visiting the school, and lots of weddings. Atleast I finished reading "Neuromancer."

Wednesday, May 30, 2012

Fishy Pond (The adventure of Jimmy the Phish): Complete


Fishy Pond from crzikrn on Vimeo.

Music is from
Across the Pond (mo-seph and Josie Davis) / CC BY-NC-SA 2.5

Basic idea will be written later. But it is a mini-game with a narrative, when you collect 25 food, the gamer will realize the reason behind the sounds used.

Friday, May 25, 2012

Fishy Pond: Demo video

Fishy Pond Mini Game Demo from crzikrn on Vimeo.

Jimmy the Phish, is minding its own business when something fishy happens: fish food falling from the pond-sky.
All in all in tastes good, Jimmy the Phish can't get enough of it but that's not the only thing falling from pond-sky.

Mini-game demo video of "Fishy Pond"
Eat Food, Escape Hook.
40 is the highest Score I've been able to achieve.
Now to end the project just add some music, sound, and a starting screen.

Resolution based on 18x64.
Made with GameMaker.

Monday, May 21, 2012

Fish Pond: Illustration

A shmup style fish game. Eat food, escape the hook.

Dark Well: A story


Time flies. Finished the first arc story of "Dark Well" a twine game. It's about a boy who falls down in to a well and needs to get out. Of course something happens inside the well. It's dark, very very dark. The hardest part of the game is to write descriptively of the situation. It's fun and a let down, you just feel your lack of literary skills. Now I just have to solve how to portray the second arc without making it awkward or cheesy or nonsensical. I want a magic touch of imagination for the gamers. I'll comeback to edit this.

Friday, May 11, 2012

Illustrator ART: METO



As a lover of art, I can't say that I am never offended by art. A piece of recognition of a human being for their hard work in expression.This seems a plausible and understandble definition, but sometimes we seem to be amazed too much of a particular human's thought and expression. Their world and definitions become too idolized which becomes meaningless in themselves, because it is at most another men's view of life. Appreciating art and idolizing art is different. Let's stop idolizing it. There are good things, however it would be even greater if it doesn't make a cult in itself. The thoughts of people starving and living in poverty always interchange when I visit exhibitions and see art works auctioned for well... high prices. I do wish for money and it is the way for artist to live. Maybe it is the burden of artists to live off like that and be always criticized. Well this is just a momentary expression toward a type of art and I'm sure I'll be living to change.

Illustrator ART: BLAMP!

During the times where you lose yourself in agony, you become antagonistic toward everything you aim for. A piece of parody of what art stands for today. What is art now? Is it the colors? Is it the message? Is it the language? Is it the thought? Is it the spontaneousness? Although not a fan of curse words it seemed necessary to make any sense for the message. Apologies to anyone offended, but it is a look into my own past so I learn from it. The piece is getting help from the words, in a way I am cheating, I am cheating to make sense with my expressions, but is it the right way? It seems to be only an act of giving up in front of a big wall and a cry for help.

Wednesday, May 9, 2012

COREA+TAL film

A type of writer's block, cure for this is working on films I am a media designer. This is Corea with a C, check out the site for more description although it doesn't explain much.

Thursday, May 3, 2012

Dark Well Illustatrion 1

A bit to dark for my taste but it's something. I getting to many ideas about a simple game. I wonder if I should go for the deep mechanics or I should make it simple. Hm... choices, choices. A dark well, I started to do research for water wells and I'm making the project bigger than I thought hahaha, and reading about water wells is not very interesting. I mean there was some reference to the Japanese Horror film "Ring",  and there is also the biblical references of wells. Which to use, what am I aiming for? I was just aiming for a first game, but that was a bad choice. Lesson number 1 always choose an aim, mood, story for the game that inspires oneself even though it's the first game you'll ever make. Simple, but for me it's really difficult.

Saturday, April 28, 2012

Dark Well

Working on a interactive story based on a well using twine. It's hard to think alone and do everything by yourself without any support and someone to share it with. Especially now since I am away from Korea and staying and parents house in Germany. Not meeting people is so killing me slowly in the inside and the weather is getting a bit to warm. Hope I find the inspiration to finish this interactive story game.

At this point I'm trying to making images to put oon the story and hopefully little by little check the composing of the interwiven story. I wish there was a print button to see the interactive story map. So far I think it's a great tool for organizing stories. It's hard illustrating wells well... uhm well. Lol.

Wednesday, April 25, 2012

code: architecture illustration

AUg was minding its own business when it bumped into a huge white tree. The biggest it has ever seen in all its first 21 minutes outside its muther's cave. It notices a huge hole in the tree, but the hole is of a different color, a color AUg has seen on normal trees. But nevertheless a hole because it differs in color with the overall whole white tree. AUg remembers its muther's cave was all blue except the hole which was black. To AUg holes are magical, it takes AUg to different places. AUg decides to travel beyond the brown hole. AUg is overwhelmed with excitement, it has been lonely after the leave. Although it has only been 23 minutes from now, but lonely nevertheless. AUg, this estrange creature who entered in to our world... (well atleast the narrator's world). What new friends and colors awaits AUg!? What other magical holes will AUg bump into!? Don't tune in next time for the Awesome Adventures of AUg in ARCHITECTURE!

Tuesday, April 24, 2012

Stasis: The game.

STASIS by Christopher Bischoff  is a major source of inspiration. Go check out the site! www.stasisgame.com.  I stumbled upon the game on the indiegames website. I was taken by its nostalgic appearance and atmosphere, especially the isometric perspective. When I first saw the project to me there seemed to be a somewhat bladerunner/fallout imagery. It's not exactly the atmosphere in the game at all, much more of a lost in space concept, but all in all I think it's the aura the game itself oozes out. It felt the game needed to be in the classics with the other 90s game or that the 90s game needed what this game has. Although still not sure of what the story will entrail in the player's emotional experience, however it looks mighty fine! That's not the only reason I praise it, the other reason is that the blog is awesome! I go check the blog for inspiring posts as well as the creative processes and mind behind it! It's so energetic and full of creativeness and eagerness for the  project and you learn a lot! Hope it takes longer to make so I can read more posts +.+ I'm sure the game WILL finish and WILL be completely awesome, it just feels sad to think it, the creative processes and posts, will end.

Friday, April 20, 2012

Fallout: Nuka Breaker, Webisode


Stumbled on Kickstarter watched all the first season series, including the very first fan video. It was fun, the humor, the imagery, the acting, and able to see the Fallout world objects and environments imagined by them was compelling. There's still 57 days left for funding from when this was posted time to check my balance.

Check the link below, for the kickstarter page!
http://kck.st/J0vlg8

Thursday, April 19, 2012

Gian Illustration



One day I woke up and drew this in illustrator. The mountains are tiled. It's about an airpilot named Gian on a glider. He's a war veteran, you can tell from his moustache, turned explorer. He is exploring the depths of maybe Nuca or some mountains for his hobby, looking for danger or perhaps just relxing in the breeze of it all. Game mechanics would be he glides left to right in rotarary fashion like a leaf falling only that it can only move on a 2D plane. He thinks of it as a brushing the sky with his glider. Well, he does leave his marks because actually the glider his falling down in a much faster rate than we would normally think. We're all just watching it in really slow motion, I've adjusted so our world can experience it.

Sunday, April 15, 2012

Nuca Illustration


Drfiting along the vectors views. “Nuca” is an interactive play on human wants on traveling. Only for simple exploration purposes. As we are inspired by nature to draw. We hope you are inspired by the scenery to make up contents. It is about bringing awe and amazement to the viewers of how vast and mystic the world of Nuca is.

Welcome to Game Inspitrations

Welcome to game inspiration illustrations. Where I've decided to make a blog about mostly indie games. I love the illustrations, artworks, and the many design processes within making a game. Personally I like to make illustrations of game ideas as I'm no programmer or an expert in art. So here I go share game ideas in vector graphics! Now off to a fun blogging!