This needed a separate post really as you’ve all been asking for this for what seems like forever.
I’ve promised to collate a step by step character creation guide for years, damn, about 10+ years actually, but I whipped my ass into gear and finally got it done! I wanted to tie it in with Wulverblade as that’s what’s fresh on my mind and also the easiest to share as its my project.
This tutorial is pretty deep and pretty lengthy, so hopefully it’ll answer any questions that you’ve had brewing about how I create my characters. If you want to ask any further q’s though, please feel welcome to drop a comment in the post (its over on the Wulverblade site).
WOW, September was the last time I posted anything on the site…this is shocking!
In short, things are insanely busy at the moment. 85% of this years available space has already been booked up, which is fantastic, but also crazy at the same time. I cant believe how far in advance everyone is planning in 2014. No complaints though.
My current projects are amazing too, lots of really, really exciting stuff to show over the coming months. And there is SO much more coming this year, its ace.
I’ve got a bazillion new projects to add to the site including UI design, character design, branding, site design, motion graphics you name it, but time is against me as I’m also trying to juggle the new re-design of the site as well…oh, and then there’s also a little something called Wulverblade too ;) Wulverblade has a whopping 12 people on board now, all working busily in their own areas, art, animation, dev, sound, voice overs, cut scenes…wow.
So in short, expect to see looooooooooooooooads of new work and hopefully, if the gods of time feel kind enough to bestow me with some free time, an entirely new Fully Illustrated too.
As ever I’ve been too quiet for too long…but no more! As of today the all new Wulverblade microsite and dedicated blog have gone live! And why will this make me blog more? Well, I not only intend, but promise to keep the blog fully stacked with content. My goal is to blog weekly with not only updates about the game, but also…wait for it…work in progress samples and step by step guides! You guys have been asking me via email and twitter for ages to start doing tutorials, and now the Wulverblade site is going to be where that will happen.
I’ve also opened the site up to comments too using the Disqus engine, so please feel VERY welcome to come and comment. I’ll be replying to every comment that gets made, so rest assured it will be a two way thing :)
I really value and want your input on Wuvlerblade, so whatever your thought, question or opinion, please share it and I will be there to answer and reply.
So as most of you know Wulverblade has been something that has lived in my dreams for more years than I can recall. It’s that one personal project that has always goaded me from afar and taunted me with promises of fulfilled dreams, and you know what, it hasn’t disappointed one drop…but it has certainly surprised me.
There are more elements that have caught me unawares than I can list and I am sure there will be more, but the one that has caught off guard the most, is the emotions. Never in my career have I felt such a roller-coaster of emotions as I have while working on Wulverblade. The days where I break a creative boundary and give myself a smile so big my face could crack are amazing and they are equalled by those moments when everything is just feeling ‘right’. And then there are the extreme opposites, the moments when you doubt yourself more than ever before, doubt your ability and doubt if anyone is ever going to ‘get’ your vision. Don’t get me wrong, Wulverblade isn’t a thought provoking art house production, Wulverblade is, at the end of the day, a side scrolling beat-em up! Yet the degree of depth that I’ve gone into with the character development, historical accuracy, lore, location trips, soundscapes, and the crafting of everything that defines the world in which the game resides in, scares me. There is going to be so much more to this game than most people will ever realise.
Why does it scare me? I guess when I put this baby out there, I’m putting everything that makes me, me, out there, not just a game. It feels like I’m dropping all my thoughts and dreams into a punch bag and handing over to world full of boxers. And let’s be honest, gamers can be some of the harshest critics in the world, and you know what, I’m honestly scared witless at the reception it’s going to get. Don’t get me wrong though, the response I’ve had to the very teasing teaser has been amazing…
…but at the end of the day, that’s just an ultra brief glimpse.
I believe that I am crafting a truly magnificent game with Wulverblade, one that I would pick up and be amazed by. But what does that count for? Personally, that counts for everything, but realistically, on a global game release level, that counts for almost nothing.
As insane as this sounds, I don’t care about the money either, I really don’t. I’ve invested everything I have into this, but deep down in my soul, in my heart of hearts, the only real result that I want from this, is for it to be loved, not by the masses, but by people who share a similar mind-set. I want people to see it, feel it and love it. I want people to really play it, to replay it and then tell their friends about this amazing experience they’ve had and most of all, for it to stay with them like my favourite games have done. I’m never going to forget playing the Greenhill Zone for the first time in Sonic, or forget kicking the seven shades of sh!t out of street punks with Axel in Streets of Rage, or nailing my first dragon punch with Ryu in the arcades. It’s exactly THAT, that I want to give people, I want that intense emotional connection that I’ve had, and still have to do this day. Am I clutching at straws in my yearn for this? Or is this the exact mind-set any games developer should have?
I know I’ve been incredibly secretive about Wulverblade, shown very little, and written even less than I’ve shown, but that’s because I’m trying to keep it safe I guess. I don’t want too many preconceptions, or presumptions or imitations too I guess. The story is, to my knowledge, one that that has never been approached in gaming history before, so I’ve become rather protective.
With all that said, and if anyone is still on the page reading this part, or for that matter still awake, I will say this. There is news coming, there is artwork coming, there will even be footage coming soon too, but please bear with me as letting my baby out into the wild is damn scary!
Ah, I’m rambling on aren’t I? Hopefully you’ll see the love I’ve got for all this with this post and I’ll sign off here with one last note, and that’s to watch this space, as I’ve gone from zero updates since December 2012, to what will be a MASSIVE update in September.
Since the recent birth of my son, my blog and site updates have been minimal, in fact they’ve been none existent. So, today I’ve added a mammoth 16 projects to the site, including UI, icon, web, branding and 3D design! To add to this, I thought I’d add in a fun blog post about my latest little side project…which is project related would you believe!
Say hello to my Lego Roman Century!
This 80 soldier strong unit has a badass horse mounted Centurion, a small outpost and a wonderful countryside setting! Couple that with some cinematic photography and you have the setting for a new stop motion film…only kidding, I’m not doing that.
This little scene is a test set up for a game tie in I’m working on, so watch this space for some future game scenes mocked up in the Lego world!
Oh and I’d just like to add that this isn’t linked to Lego officially in anyway whatsoever, its just for fun. But Lego, if you’re watching, please make it so :)
While still nurturing my current baby (Wulverblade) my 2nd son decided burst into the world 3 weeks early last week! Both mum and son are doing great!
Needless to say, its caught me slightly off guard as I had everything planned around his ‘due date’ but as the cheeky little fella popped out early its thrown things into disarray (albeit rather amazing disarray) , so please bear with me if you’re awaiting an email reply, I’ll be back to you ASAP.
I’m hoping to be back in the office around the end of the month/early June.
Anyone with projects already booked in that are due after June 1st are all ok, no changes to plan :)
Ok, I’ve been very quiet since the trailer and I apologise for not giving out any updates, but worry not, the wheels are still turning wonderfully…but things are changing!
There has been a lot of interest in Wulverblade from potential players and Fully Illustrated followers to publishers and press folks, which has led to a number of exciting meetings/conversations, and now, some re-thinking. What has come to light is that Wulverblade needs to change gears somewhat and due to the potential of it moving onto other exciting platforms, the technology that powers it needs to be re-thought.
What does all that babble mean?
Well, it means that Wulverblade is now going to be developed in a different technology and with a specialist team devoted to that tech. Me and Cascadia are still making a game together (more exciting news on this soon) especially for the Game Dock, and Wulverblade will still be coming to Game Dock (that’s a given) but Wulverblade is now also travelling to other formats that need its foundations to be very different.
This has a monumental financial impact, one that is going to be tough to handle personally, but the final result is going to be worth it…I can feel it! I need to do some work on the funding side of things but there will be more on that in the near future.
I know all this doesn’t tell you a great deal, but rest assured that all of the above is in the best interests of the game. This is going to be epic! I’ll keep you posted as things unfold but please be aware that the release date is looking like nearer the end of the year…all good things come to those who wait :)
Say hello to George! Fully Illustrated’s feline team member!
This little (actually massive) fella was a local stray that we took pity on and took under our wing! He was in a bit of a sorry state when we first saw him, and it took us a good few months to win his trust. We’d first spotted him one night as he faced off against a huge Fox in the woods behind our home, so being stray from birth meant he’s a bit of battle hardened bruiser. He’s cost me a small fortune in vets fee’s getting him healthy, but what the hell, its my good deed for the 2013 :)
He now spends his days curled up on the window sill just above the radiator, a bit of change from fighting the elements up here on the tops where I live!
Normal games/design/illustration blog posts will resume shortly ;)
Some fantastic news landed in my inbox yesterday and it was to let me know that EA has graciously released Trenches 2 from its publishing agreement! Booom! Its finally back in the hands of its loving family, Thunder Game Works!
To celebrate, the game is being run for free for a limited time. I strongly suggest that you go and grab a copy to support the guys over at Thunder as its such an epic game and did I mention its free?
Expect more Trenches news coming over the following weeks and months, its so amazing to see this game back with its owners and out on the AppStore again!
Even though I launched the teaser so close to Christmas/New Year, it appears to have been pretty popular so far, so thanks for all the tweets, emails, DM’s etc! The trailer has been watched about 1400 times over the past 2 weeks, which isn’t too bad considering most people were off enjoying the holidays.