Monday 26 November 2012

The start of a Christmas Game

Meet the Elves, Santa's only hope when a Robotic Reindeer experiment takes a turn for the worse.

More to come soon

- Nutter

Wednesday 14 November 2012

Webby Character Artwork Redesign

Hey everyone, i'm in the process of redesigning/reworking some of the characters from the Webby series.

Don't worry i'm not touching Webby's classic cartoony look (atleast not yet...) but since the flies got a redesign for Webby 3 and the enemies haven't been touched since Webby 1 (or 2 in the case of Red Spiders) it's about time I took another look at them.

The original designs were very simple and cartoony which was partly down to the cartoony, unrealistic game style of webby (Bright blue Spiders, exploding red flies, you get the idea) but also partly down to my (then) inability do draw a realistic looking spider. Obviously now my art skills have improved so I can now draw a more realistic spider (whilst maintaining the "Webby Style")

I've started with the Black Spider and have 2 new designs, one is based very closely on the original Black Spider (with a more tarantula shaped body and few tweaks to it's eyes), whilst the other is closer to a Black Widow which was the original inspiration for the Black Spider. This is obviously quite a big change from how it used to look, and I can't decide which I like better.

Which is where you come in.

Check out the designs above and vote the in the poll (somehere on the right hand side) about which one you like better.

This is your chance to affect the future of the Webby characters and the series as a whole so make sure you vote.

- Nutter

Thursday 8 November 2012

Creating Missions (by Scripting Events)

Hey everyone,

As you know i've been working on a top down survival shooter for a while now

Well one of the main features of the game is a set of Missions which i've kind of been putting off, since I was sure how I was going to setup and run the missions.

However, after the release of the Halloween Demo (which seemed to go over pretty well :D) I decided it was time to man up and see if I could figure it out.

The first step in creating missions within the game was to know what the player was doing or had done.
Luckily for me most of the common actions the player does such as collecting a airdrop crate, killing an enemy or changing their weapon already have a function related to them. This meant I could record/detect when these events were happening fairly easily.

For example when the player wants to change weapon.

The Player presses #1 Key to change to the Pistol > ChangeWeapon("pistol") is called > ChangeWeapon function swaps the players appearance to be holding the correct gun, tells the game it should be firing pistol bullets now, etc

By adding a new function within the changeWeapon function, I call check if and when the player changes his gun and make the game responde accordingly.

Player Press #1 > ChangeWeapon("pistol") > Game sets up the pistol > "gunChangeEvent()"


By creating these events for actions I want the player to carry out as objectives within a mission, I can begin to script chains of objectives and in short create missions for the player to carry out.

So far I have:
waypointEvent - When the player moves to a specified target area (marked with an X)
swapWeaponEvent - When the player changes their gun
killEvent - Fairly obvious, when the player kills an enemy
collectEvent - when the player collects an airdrop crate.

as you can begin to see, by using these events, I can tell the player what he should be doing (an objective) and then check if the objective is completed by waiting for the correct event to happen and responding when it does.

To test this out properly I've created a very simple training mission which runs the player through the basics of the game. The player follows a chain of objectives which lead them through a "basic training session" before it is rudely interrupted by an outbreak of parasites and the training session quickly becomes a real threat situation.

As you'll see if you play the game, not only can I use the events to check when the player is completing the objectives, I can also reward them for doing so, the M16 Airdrop crate is scripted to be dropped into the level once the movement training is finished, and the target is scripted to pop up once the player has the correct gun equipped. Obviously these are simple events, but using this system it would be easy to automatically drop in more ammo should the player's health fall below a certain amount (once a playerDamageEvent is implemented).

Anyway for now check out the scripted mission test (sorry that it just ends after you kill the parasites, not setup a mission complete screen yet so you'll have to refresh if you wanna go back and play the other game modes after)

Infestation: Mission Scripting Test


- Nutter

Sunday 30 September 2012

We need guns, lots of guns.

Hey everyone,

Yes that was a Matrix reference, mostly because the Matrix is awesome and because I couldn't think of a better title.

And really it wasn't even that true since the game i'm about to show a sneak peek of only has 5 guns but still it'll be enough for what you need.

The game in question is a top down survival shooter. For now i'm working an having a demo working in time for halloween, the demo will only feature survival mode although the full game will hopefully have missions too.

The idea is basically you're a Specialist Pest Exterminator sent into deal with some kind of infestation (might be mutant or might be alien, haven't decided yet)

Anyway that's enough talk, Check it Out

Nutter


Monday 10 September 2012

Tower Defense

Hey everyone,

The blog has been a little quiet and empty lately. I haven't had much time to work on Flash Games but in the last few days i've started working on a Tower Defense engine, it's a genre i've wanted to break into for a while.

I'm planning to get the engine working, build a small(ish) game to test it then add features based on feedback from the game. Obviously there are many different varieties of Tower Defense whether it be grid based ones where the enemies find a path based on where you place your towers or the more classic ones where they follow a path.

So far my TD engine has the following features:
  • Intuitive path creation system which allows level paths to be created easily without any extra code.
  • Multiple Enemy types, including Ground, Flying and Boss units.
  • Multiple Tower types with different buff abilities such as "Slow", "Stun" and "Poison".
  • Towers which target Ground enemies only, Air enemies only or both types.
  • The ability to select the target type for each tower - Closest Enemy, Fastest, Weakest or Strongest.
  • The ability to upgrade towers to make them better/stronger.
Obviously these are all fairly common place features and don't do much to make my engine stand out. That's where my main big feature comes from.

When the player isn't building towers in "Build Mode", they can take control of a character (Webby in the case of my test game) and move around the play area collecting extra resources. This not only adds the extra element of resource gathering but also adds an extra risk that hitting any of the enemies moving along the path will cost a life in the same as if they reached the end.

The engine is still in a very early stage and there are a few bugs to work out but this could hopefully turn out to be a powerful (and hopefully easy and intuitive to use) engine which I might make available for other people to use when it's finished.

In the mean time, what features do you like to see in a TD? What else would you like to see in my TD engine?

Let me know in the comments.

- Nutter


Friday 27 July 2012

Mayan Orb

Just a sneak peek at something i'm working on.

The Player controlled "sphere" which will explore an ancient Mayan Temple in a Puzzle based game rewarded exploration and clever thinking.

(If it ever gets made since its a Unity project)

- Nutter

Thursday 19 July 2012

Horror of the Deep

Hey everyone, finally finished the sea monster I was working on :)

Let me know what you think.

- Nutter

Thursday 12 July 2012

Sea Monster 3

Not much to say really.

The Sea Monster is almost finished now, maybe needs a little more in the water to break it up a bit and I need to finish the scales on its head/face area.

Otherwise its looking pretty good :)

- Nutter

PS (Special Hi to Lizzie :D who actually bothers to read these blogs)

Monday 9 July 2012

Sea Monster (Work in Progress 2)

Hey everyone,

Had chance to work to work on some more digital artwork today :)


As you can see from the image above, I started to add a little more of the background/scene rather than focussing on the sea monster itself, i'm a little bored of painting scales on it for now so I started by adding the water then the splash where it has emerged from the water before adding the moon so I could began to tweak the highlights and shadows.

Still got quite a bit to do with it but its starting to look pretty good I think.

- Nutter

Monday 2 July 2012

60 Second Buffet

Hey everyone

As some of you may know, Mochimedia is a flash game company who offer ad services for developers who want to monetise their games with in-game ads. They also occasionally run contests for developers.

During June they ran a 60 Second Game contest which involved creating a game which lasts a maximum of 60 seconds.

The submission deadline has now passed and the entries are been judged so in the mean time, check out 60 Second Buffet. I took the classic fly collecting, spider avoiding gameplay of my Webby games and tweaked the game mechanics to better fit a 60 second game. The result is a fast paced little arcade action game.


You can play the game here on Newgrounds or Kongregate :)

- Nutter

Sunday 1 July 2012

Blobbs 3 Update (Part 2)





Hey Everyone,

Well they say that a  picture says a thousand words so there's not much I need to say here. Other than remind you readers to vote on the poll.

I got most of the new blobbs working today, Frosty and Blobb bombs in particular are looking awesome.

Remember to vote!

- Nutter

Thursday 28 June 2012

The Future of Blobbs







Hey all, as you can see from the image above and the title of the post. I've been working on something Blobbs related recently.

Obviously Blobbs 2 was a huge improvement from Blobbs 1 and now I want to make Blobbs 3 even better, that's where you come in.

I want to hear what you'd like to see in Blobbs 3 - vote in the poll (when its added) or tell me in the comments below. I can't promise every idea will be included but i'd like to add as much cool stuff as possible.

- Nutter

Monday 25 June 2012

Sea Monster (Work in Progress)

Hey Everyone.

Just a quick update today to show the latest bit of artwork in working on.



Let me know what you think.

Thursday 14 June 2012

Medusi - Prince of the Nile Pt 2

 Hey everyone.

This is the (hopefully) finished version of Medusi the Prince of the Nile.

 I've added a nice desert scene background and added a few little details to him such as wrinkles and veins on his body. A few pyramids and buildings hint at his civilization being desert dwellers and help add to the egyptian background.

I'm hopefully going to write a bit of a background storyline for him soon so stay tuned.

- Nutter

Wednesday 13 June 2012

Medusi - Prince of the Nile

Hey Everyone.

Here's the daily update of the concept art monster I was working on. Since yesterday I've named him Medusi - Prince of the Nile and added some Egyptian style armour and an awesome weapon.

Obviously the name Medusi is based on the Gorgon Medusa made into a masculine name and the Nile bit comes from his Egyptian background.

Whether or not his name will stay as this im not sure yet but it'll do for now.

He's certainly improved a lot from yesterday. Shame i've ignored my flash game completely to work on him.

- Nutter

Tuesday 12 June 2012

Monster Concept Art

Hey all,

A couple of things today...

1.  Photoshop can be a cruel mistress. I've been working on concept art today for a (so far un-named) monster which you can see below. This is the second version after Photoshop crashed and lost the first version early on.

So Nutter's lesson for the day, save early and save often because you never know when the software will let you down.



2. I'm working on a new flash game for a contest hosted by MochiMedia. Any budding flash developers out there should Check it out.

So let me know what you think of the concept art (and if you have any ideas for names) and try my flash game and let me know what you think of it.

- Nutter

Tuesday 5 June 2012

Longstrike MK II

Hey everyone.

Here's the newer version of yesterday's Longstrike.

I've updated the stock to look like actual wood rather than the placeholder before, ive also added quite a lot of detailing.

It's starting to look (almost) realistic now as opposed to yesterdays version which didn't.

- Nutter

Monday 4 June 2012

Brass Longstrike Concept Art

Hey everyone.

I've been working on a new project lately. A Steam Punk themed/styled Sniper Rifle. I've got a basic low poly model finished but since I can't work on it today I created some concept art for it instead.

Check it out.

Let me know what you think in the comment below. I'm wondering if the barrel should be longer or maybe if the main body of the gun should be shorter.

- Nutter

Thursday 24 May 2012

The Lab Accident

Hey everyone.

Remember that Comic Book Zombie I was working on? Well here's the finished version.

Like the other ones, the full size image is huge so you probably don't need to zoom all the way in but let me know what you think. Did it keep the comic book style enough?

- Nutter

Sunday 13 May 2012

Comic Book Zombie

Hey everyone

Been working on this guy for a few days now. He's a lab experiment gone wrong. Not totally finished yet, needs a bit more blood and a background but otherwise he's almost there.

- Nutter

Friday 11 May 2012

Knight of the Lionheart Order (Work In Progress)

Hey everyone, so its been a few days I last uploaded anything and thats mostly because i've been working on something big. Well complicated anyway...

After all the weapons and props and monsters I decided to try something a little more difficult in Mudbox, a full human character in armour. I've started with the base Mudbox human template and worked from there.

2 Days later and heres how he's looking so far. I'm going for a Knight sort of look, heavy plated armour with some nice ornate details on it. He's a member of the Lionheart Order so a few Lion insignias too. Anyway take a look let me know what you think.




- Nutter

Friday 4 May 2012

Octo Brain Pt 3

Hi All,

Been hard at work with this all day and the modelling and texturing is just about done now. Painted the Diffuse map, reworked the Normal Map a little and finally got my head around Specular Maps.


In total i've spent about 3-4 hours modelling the base shape in Max, another 3-4 hours creating the higher poly version in Mudbox and then around another 4 hours painting and texturing it. Its starting to look pretty cool now. If I can be bothered i'll be rigging it next, then maybe creating a scene with a few of them swimming around in a tank.

In the mean time I wanna do a decent render then touch it up in Photoshop.

- Nutter

Thursday 3 May 2012

Octo Brain Pt 2

Hey everyone,

Remember the Octo-Brain yesterday, well here's how the high poly version looks. I just need to figure out a way to transfer all of that detail onto the lower poly model now it has a different (better) UV layout from the bigger model.

Pretty amazing how quick I can take a base model and make it look details and cool now I understand how Mudbox works, just hope I can transfer that detail across.. or atleast hopefully recreate something as good if I have to start again from the base mesh.

- Nutter

Wednesday 2 May 2012

OctoBrain

Hey everyone

It probably won't surprise people reading this to find out that my room and bags etc are filled with little doodles and sketches for various creatures, monsters and other random thing i'd love to make.

Now that i've handed in most of my work for my final year of Uni I thought i'd model one of them. The model shown below is based on a (tiny) sketch I did during one lecture last year. The model is obviously very low poly and the detail will be added Via a Normal Map created in Mudbox.
At around 1.2 K poly's right now it doesn't look all that impressive but the higher poly version in Mudbox that im working on looks much better. I'll upload a pic of that tomorrow hopefully. The really annoying thing is, ive made the base model in about a day, and the Mudbox high poly version looks almost better than the Monsters I created for my 3D module, I guess it really is easier second time round.

Its also semi based around the creature I created during my random concept art sketch HERE

- Nutter

Friday 13 April 2012

Finishing Touches

Hey Everyone

It's been a long process but my 3D monster project is pretty much done. Check out the (huge) render below.

So tired now though.

- Nutter

Tuesday 3 April 2012

Eyes of a Carnivore

Hey All

No doubt by now you'll have seen my monster project in some shape or form. Well one of the things that has been bugging me lately are the eyes. Until now its had fairly human eyes, admittedly an unnatural colour pupil but they were very much still human shape. I also recently discovered they were a very high poly count for what they are. This pretty much forced me to re-do them. And since I was redoing them anyway I changed how they looked, now they're more reptillian which I think makes the monster look ever better.

I've also texture and added the creature's tongue although it still needs a little work on specularity anyway check it out.


The new eyes certainly make him seem a lot less friendly atleast in my opinion but what do you think?

- Nutter

Monday 26 March 2012

Not so Normal Monster

Hey Everyone,

Finally got Normal Maps working on my monster, its allowed me to drop its base mesh back from 34K polys back down to around 8K. Obviously this is a good thing but it also looks even more detailed thanks to the normal map, i'm also experimenting with specularity maps at the moment to give the skin a slightly wet and fleshy look. Anyway thats enough talk heres a picture.


Oh and the tongue and mouth interior is still work in progress (the tongue is going into mudbox tommorow to make it look less blocky and more detailed).

What do you think of the skin at the moment with the current spec settings? Look realistic and fleshy or perhaps a little too reflective?

- Nutter

Tuesday 20 March 2012

Here Be Monsters.

Hey everyone

Check out my monsters, this is the basic diffuse maps created (and by created I mean I made the red one messed with hue and saturation in photoshop to make the blue one).

I did another big HD render because I like showing off my 3D stuff when it works. Now I just need to get the normal maps working.
- Nutter

Monday 12 March 2012

Octo-Brain

Hey Everyone

I got a little bored today, plus I felt like practicing my skills in Photoshop, so I set myself a challenge. Take a quick doodle I did when I was bored in a lecture and turn into a decent piece of colour concept art in less than 4 hours. It the end it took me about 3 and a half, and here it is (full Screen it)


I also saved versions of it every 30 minutes or so and combined them into a nice little slideshow type thing below in case anyone cares how I used my time.

Slideshow

- Nutter

Monday 5 March 2012

Mud Monster

Just a little taste of how the monster (which I still need to name) looks in Mudbox at the moment. Obviously right now i've only focused on detail around the face for now but its starting to come together.

- Nutter

Thursday 1 March 2012

The Entity is coming...

Watch your shadow. It might not be following you, it might be stalking you.


- Nutter

Tuesday 28 February 2012

More totems

Hey everyone

Remember the neat little totems I made (and my team mate textured) for our team project?

This one.

Well we're now making a (mad) dash to try and get all the assets modeled for the end of the week. I've now finished my destroyed version of the units so i'm onto turrets. The original turret design was a pretty simple makeshift affair made of a few sticks and crystals. It looked like the one below.


Hardly something you'd expect to stand up to an onslaught of robots. After how good the waypoint totem turned out, we decided to make the turrets into towers which a similar style to the turret which is what ive been working on today.

So here it is... let me know what you think.

Tower Turret & Waypoint totem
Obviously it'll look a lot better after its been textured.

- Nutter

PS - An update on the monster tomorrow (now that its in mudbox)

Sunday 19 February 2012

Shock Shock!


I'm actually working on a flash game again! Woo!

It must have been a good 6 months since I worked properly on a game but finally its happening again.

The game im working on again is Atomizer: Meltdown (as you can see from the banner above). A sorta pair matching, exploding.. sciencey particle puzzle game. I did a post on it a while ago and when I came to look at how much of it i'd got made its pretty close to completion. I have about 8 more puzzle/challenge levels to finish for the puzzle mode then its just onto balancing and testing.

Who knows when that'll be done but yay for actually working on a game again.

Check out the beta(ish) version here

- Nutter

Friday 17 February 2012

Unwrapping: The secret art of making 3d models 200% more difficult to make

Hey everyone

As you may know i've been working on my 3d monster for a while and its starting to look pretty good. But finally I decided it was complete enough to go into mudbox and start adding details. This was great, this is the bit im looking forward... Just one  problem. I imported it in about to get started and Bam! I realised I still needed to unwrap my model. This is the process of flattening down a 3d model into a set of 2d shapes which can then be textured or whatever.

This was not an easy job in the case of my monster. Luckily I had (a lot) help from a wonderful program called UV Layout. It did crash a few times and get stuck a few times but that was more down to my inexperience with it than a fault with the program. Anyway after a lot of blood, sweat and tears (mostly tears and sweat) I've finally unwrapped it and can FINALLY take it into mudbox and start having fun with it.

This monster unwrapped becomes...


...this mass of shapes
You can see now why I don't like unwrapping organic stuff.

- Nutter

Tuesday 14 February 2012

Spot the difference

Hey everyone.

Check out the 2 images and spot the difference.


The left is the photoshop mock up of the horns.. and the right is the model with some horns added (and I darkened the mouth area a little in photoshop)

Anyway I reckon its starting to look pretty cool, what do you think?

- Nutter

Saturday 11 February 2012

Nameless (But hopefully not for too much longer)

Hey Everyone

As you all know im working on a squig like monster. But its not really a squig, thats just inspiration. So it needs a real name.

A name for the whole species if you will. Thats where you all come in... Got a cool idea for a species name?

Lets hear em, if I see one I like i'll might name them that, if there are a few i'll probably put it to a vote.

Please give me a name!


- Nutter

Friday 10 February 2012

Nom Nom Pt 2

Hey everyone

I was a little bored earlier so I cleaned up the previous post's image a little and added some horns to give a better idea what a finished version could look like. Obviously some big stuff is missing like a scale texture but I wasn't that bored.


Still a lot of work to be done but let me know what you think

- Nutter

Wednesday 8 February 2012

Nom Nom

Hey Everyone

Quick post because I just wanna show off the eyes my monster now has.

Beginning to look a little scarier now it actually has eyes and teeth


- Nutter

Tuesday 7 February 2012

Procrastination

Hey Everyone

If you're wondering why there haven't been posts for almost a week, its partly down to me doing a lot of work that isn't very visual (well except for the destroyed versions of units for my team project - see below)

The Destroyed Version of the "Quetzalcoatl" unit

But its mostly down to a game called Rise Of Immortals, a free to play MOBA on Steam. Fans of DOtA and LoL might wanna check it out. I recommend Ichorr as a good starter character if you do.

- Nutter

PS: Referral Link in case anyone feels generous and wants to sign up

Wednesday 1 February 2012

Something Wicked This Way Comes.

Hey Everyone

This is a far from finished picture but I just wanted to show off this quick render of all the parts of my 3D project to date. The monsters are coming on well now, just need to add horns etc before I take them into MudBox and add all the little details.

Anyway check it out

- Nutter

PS - the fullsize version's colour is messed up.. just ignore it. FIXED IT

Monday 30 January 2012

Painted Totem

Hey Everyone

Just a quick post because I wanted to share the truly awesome art skills of my team mates in my team. If you remember the low poly totem models I made a few days ago, check out what the artist whos painting them has managed to do with it.


It has a certain amount of World of Warcraft quality to it but shes a big Wow Player so thats hardly surprising. Certainly impressive though, makes some of my stuff look amateurish in contrast.

- Nutter

Saturday 28 January 2012

Skull Pt. 2

Hey everyone.

This would be the bit where I showed off the much prettier version of the skull from yesterday. And that was the plan. But apparently laptops aren't designed to run Photoshop and 3DS Max at the same time. Needless to say I haven't been able to get much done.

Grr. Stupid Max

- Nutter

Friday 27 January 2012

Skulls for the Blood God!

Hey everyone

That wasn't really a warhammer reference.. honest.

Had a pretty productive day today, my team project meeting led me to model some "aztec style" totem objects which will be used as waypoint in our game.

They're low poly and not very detailed mainly because they're a very small object in the game and most of the detail will be added by the texture (which isn't my job in this case)

What is much more interesting to look at is the latest object i've created for my 3D project. Obviously the monsters are still a work in progress but as they're carnivores I thought it would be only fitting to add a few bones to the scene.

I started work on this skull yesterday then finished the texturing today. Its around 800 polys which is a little higher than I would have liked but reducing it anymore starts to lose detail (particuarly round the eye holes and nose hole)

Anyway, check it out and lemme know what you guys think? I know there's still a lot of work to be done on the jaw (it doesn't even have teeth yet) but its the weekend so i'm done with it for now.
- Nutter

Wednesday 25 January 2012

And now for something entirely different.

Hey Everyone

Remember that 3D project i've been "working on" (read that as dragging my feet) for the law 6 months or so. Well I made some pretty good progress today.

The actual monster base model is coming on pretty well (not really worth posting a screenshot for though). What is worth showing off though is the Scene Base.

For those who haven't read about my project in any older posts i'm basically making a scene based loosely around the Warhammer Tabletop games. The Monster itself is inspired by a creature called a squig from it. Recently however I decided to take this idea further by creating a whole scene similar to how the figures are displayed within the game. Each model sits on a little decorated base. In the case of this however the base will be bigger and more detailed.

That's what i've created today. Modeled, detailed and textured all within about 4 hours.


Check it out in the huge (I rendered out a HD sized version so I could check out the texture detail) picture below.


Not the most impressive thing i've ever modeled by any means but i'm still pretty proud of the texture work. Let me know what you think, does the grass look real enough?

- Nutter

Tuesday 24 January 2012

On Blackened Wings...


On blackened wings they came from the skies,
They fed on our families, our crops and our lies.
These winged beasts so black as night.
Left our world broken, charred, burnt into blight. 

They brought with them fire, they brought with them war.
And soon we were consumed and we were no more.
Their dark shadow growing, filling the sky.
Run from their grasp or you too will die.

And no, its not a dragon.. its something else. Not sure what yet but its definitely not a dragon. They're overused and certainly not the only flying winged beasts out there.

- Nutter

Oh and PS, anyone interested in making flash games and making a little cash on the side should really check out Mochimeda. Just got my latest payment from them today so I'm a very happy nutter right now.

Friday 20 January 2012

A Slight problem

Hey everyone

Someone in the comments a few days ago suggested I take you all through the process of a hand drawn sketch, scanning it and cleaning it up digitally then using it in a digital painting or something.

Great Idea I thought, that'd be really cool. So I drew a few cool sketches for weapons and monsters and I was going to do a poll to see which one everyone prefered. But as with all great plans... Something went wrong.

RIP Mr Scanner.

So until I get him working again or (if only) I get a new one, looks like any hand drawn sketches won't be able to be scanned.

In the mean time.. here's a quick digital doodle for today.


- Nutter

Thursday 19 January 2012

Dragon Wall

Hey Everyone

I'm pretty sure you can all guess which game this digital painting is inspired by.

Any ideas? haha

- Nutter

Wednesday 18 January 2012

What do you guys wanna see?

Hey Everyone

As you all (should) know by now, i'm uploading a daily sketch each day. Some have been hand drawn, some have been quick digital sketches and a few have been mini digital paintings.

People have seemed to like them all and obviously I like doing all three types. But which do you guys prefer?

Check out the poll to the right and let me know which one you prefer and no doubt more of the type of doodle will appear.

Oh and here's today's doodle.

It's a digital version of yesterday's doodle which by the way was an Ahriman. Nobody guessed it which is a shame but oh well.

Make sure you vote on the poll!

- Nutter

Tuesday 17 January 2012

Another boring tuesday

Hey Everyone

Today is my "day off" from Uni, which obviously means I get to relax and perhaps play a game or two or maybe even get to work on a game of my own right?

Nope. Hello Dissertation, I can see you over there in the corner like a big horrible monster waiting to pounce on me.

I really need some kind of speed development contest I can work on over  a weekend or something... I miss making games.

Anyway heres today's doodle. Enjoy

 Anyone recognise what game it's from?

- Nutter

Monday 16 January 2012

Daily Doodle.. Yay!

Hey Everyone

You may be wondering why im uploading so early (Its 11am here), but that's the power of boredom.

My lecture today is about ethics so here's a doodle.


Probably needs explaining. Its quick concept sketch for a mining base on our team project game. I just got bored and added the speech etc when it was finished.

Anyway enjoy, I should probably listen now

- Nutter