News
Mars Templar
01.18.2017
At the threshold of the New Year, I was approached to make tiles for some vintage hardware. Specifications required all the art for the project to fit within a single 128x128 image using this lovely palette:
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Noting the variety of red, purple, and orange shades, I chose a Burroughs-inspired theme set on Mars. The first color, absolute black, was reserved for sprite transparency, so I selected the darkest desaturated purple for the shadows.
Because the system can mirror sprites, I designed the characters so that flipping them mimics animation.
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With an extremely limited number of tiles, I sought to balance flexibility and specificity. Interchangable tiles offered more mileage while distinct tiles added a level of polish. To maximize the variety of environments in the game, I ensured that the floors and walls would work in every combination. Here is the completed tile map.
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To showcase the tiles in action (and to inspire the game mechanics), I assembled the following series of mockups. Enjoy!
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The overworld map resuses some tiles in an abstract way, like the small structures representing cities.
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Space tigers don't appreciate trespassers.
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For more examples of treasure hidden in caves, see every video game ever made.
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Our templar will soon discover the terrible secret behind this abandoned city.
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This Yeti couple sublets a room in their cave to a wraith with a high credit score.
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A Sokoban block puzzle repels all but the most curious and well-armed visitors.
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Do you know what's crawling around in your cellar?
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Our templar is not the most enthusiastic gladiator the colosseum has seen.
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Our templar enters the sanctum in search of the prized Martian Chalice.
Archives: Mount Brainiac
12.18.2016
Several years ago I worked on a slew (gaggle, murder?) of games for Sifteo's now defunct cube platform, as mentioned in a previous post.
In 2010, Sifteo contracted me to work on an educational game: Mount Brainiac. Little did I know that it would end up on display in the Museum of Modern Art as part of the "Talk to Me" exhibit, a showcase that examined ways in which humans interact with machines.
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The first generation cubes presented hardware limitations such as this palette:
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As a result, I had to rely on optical mixing to achieve the colors not represented. Here's some of my favorite artwork from the project.
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Cutscenes
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Environments
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Characters