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The ship now silent on the wasted landscape of the desert planet, he came to a blurry state of vision. Looking out across the sand as dust and smoke rolled over his capsule the light grasped enticingly at his eyes.
"I'm alive?" A smirk began to form on his face that quickly became laughter in the lonely space, a laugh that would echo across time as a shadow of his broken self. Why is it that a fallen man laughs at the pain? Is it because he feels something all too real, something undeniably true? Is this the method towards composure, a distraction from the release of everything out from his wounds, the meaning of nothing and the fear that encapsulates it like a shield designed to protect you from a disenchanted reality?
He finds himself wanting to speak with this architect, the engineer that smiles at his misfortune and as moments relapse to looking beyond the glass, tears fall from his eyes. His face liquidized by the scenic sight of sunlight setting fast. He is hypnotized. All strength once held drips away as he slips into unconsciousness as day becomes night, as the darkness holds him in its heart he dreams of a new day to laugh away the pain.
Falling in slow motion, the man descends through crimson screens of meditation. If no one’s around to catch a falling angel, only ground collision will bring back their sound and voice. The void of space fills his face he wears; the emotionless mask ghost of reflected fears, a coagulated film of feeling surrounding the bones that pulse between knowing and believing.
Animation process:
I begin with a roughed out body of a character- drawing each
key frame from scratch so that motion is kept fluid. At this
early stage, it is easy to quickly flesh out the transitioning
forms as I decide how I want the character to move. I decide to work small
so that detail can be generalized and so key attributes become emphasized.
After I am satisfied with
the overall animation, I begin to add specific features that describe the character's
personality. It is important to keep forms in proportion so that shapes
do not appear to morph or change lengths. Having a solid base to work off of keeps
everything accurate as I begin to flesh out the surface angles.
I also adjust and fix any issues I
see as I prepare the animation for refinement.
I increase the size
of the character to allow more detail to fit, and begin touching up frames to get
an impression to the overall look of the character, utilizing a neutral
background color I imagine the environment to be. This base color helps
push up the colors in the character allowing them to appear more vibrant. If the
background were kept white, the brightness would overwhelm and diffuse the
subtler darker tones within the character's palette.
Having a better understanding as
to the complete character, I can begin applying the design to the remaining frames. While
it is tedious work, it begins to become like an assembly line process.
After going through and fleshing
out the frames with more detail, we get a more complete sense as to the finished anim,
however, there is more refinement needed. I could increase the character's size as I add
more detail depending upon what results I am looking for. I'll add some feathers and other
apparel details.
..to be continued
Background process:
I begin by blocking in the overall feel of the scene to get a sense as to the scope
of the design. This allows me to plan the color palette as well as the structure involved
with the layers and pieces that will be used to construct the level.
My intent with the background is to make it appear organic and alive, and to accomplish
this will require more advanced implementation than simple tile-based games, which
is fine considering current technology. I continue creating various pieces that will be used
for constructing the environment.
..to be continued
Alex Hanson-White's Resume
Black Lantern Studios:
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As a 2d artist and Lead artist, I both created
and Implemented various artwork ranging from animations,
backgrounds, characters, items, & etcetra using
in-house development tools.
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2010
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Sesame Street: Elmo's A-to-Zoo
Adventure (Warner Bros).
2d artist |
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Sesame Street: Cookie's Counting
Carnival (Warner Bros).
2d artist |
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Zhu Zhu Pets Wild Bunch (Activision).
level design. |
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Dora's Cooking Club (2K
Play, Nickelodeon).
2d artist |
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Dora's Big Birthday Adventure
(2K Play, Nickelodeon).
2d artist |
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Airport Mania: First Flight
DSi (Reflexive).
Lead artist, implemented & delegated production of
art assets. Various art tasks. |
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Airport Mania: Non-Stop Flights
DSi (Reflexive).
Lead artist, implemented & delegated production of
art assets. Various art tasks. |
2009
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Bookworm DS (PopCap
Games).
2d artist, developed backgrounds, animated and implemented
trademark character. |
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Dora Puppy (2K
Play, Nickelodeon).
2d artist, worked on developing and implementing backgrounds,
character animations, and miscellaneous other graphics. |
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Wizards of Waverly Place (Disney
Interactive Studios).
2d artist, worked on preliminary construction and design
of backgrounds. Polished 3d character animations into
game-ready 2d assets. Animated 2d special effects for
magic spells, etc. Created 2d graphics of various objects
and images. |
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Little League World Series 2009
(Activision).
2d artist, constructed and polished various background
and misc. details. |
2008
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Dora the Explorer: Dora Saves
the Snow Princess (2K Play, Nickelodeon).
2d artist. |
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Go, Diego, Go!: Great Dinosaur
Rescue (2K Play, Nickelodeon).
2d artist. |
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The Wonder Pets!: Save the
Animals (2K Play, Nickelodeon).
2d artist. |
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Amazing Adventures: The Forgotten
Ruins (PopCap Games).
2d artist. background, object/sprite, and cut-scene work.
Used development tools to create game-ready assets. |
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Mystery P.I. Portrait of a Theif
(PopCap Games).
2d artist. background, object/sprite, and cut-scene work.
Used development tools to create game-ready assets.
|
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Little League World Series 2008
(Activision).
Minor details and touch-ups on select pixel work for the
DS. |
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Garfield Fun Fest (Destination
Software, Inc).
Pixel Animator. Helped polish and implement various animations.
Used development tools to create game-ready assets. |
5th Cell Media:
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Worked in-house as an artist to create and provide
all the game art including sprites, animations, gui,
& tiles. Work included different resolutions for
different phones.
Worked on a majority of pitches and prototypes
for a start-up game company (5th cell media) including
a psp title which required me to create street-fighter
quality graphics and lengthy fighting animations.
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2005
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Darts Pro! (THQ
Wireless).
2d Artist. |
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MotoGP Manager (THQ
Wireless).
2d artist. |
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Ministry of Sound Club Manager
(THQ Wireless).
Implemented new artwork and graphics from pre-existing
style. |
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Siege (THQ
Wireless).
Implemented new artwork and graphics from pre-existing
style. |
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SEAL Team 6 (THQ
Wireless).
Implemented new artwork and graphics from pre-existing
style. |
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Full Spectrum Warrior Mobile
(THQ Wireless).
2d artist. |
Pronto Games / IGN.com
/ Majesco:
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Around this time, I had been freelancing; providing
art for numerous companies. I had gotten my foot in
the door of the game industry.
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2004
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Wireless Messenger
Majesco.
Provided an assortment of graphical assets including icons,
fonts, and backgrounds. |
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Awaken 'Celling
the Game' project (IGN). Was a weekly mobile
game column at IGN website directed towards developing
a cell phone game. Readers were able to give input as
to the direction of the game. |
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Spiderman Pronto
Games. Provided conceptual sketches and pixel
art and animations for enemies for the Spider-man TV game.
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One Man Band (2003-2004):
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Freelance work providing art concepts and assets.
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Misc
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Below are miscellaneous projects and hobbies I
have spent time on. One past-time is programming; I have
programmed in various languages including c++, c#, javascript, php, and have used various game makers such as unity, darkbasic, blitzbasic, klick n play, etc.
I enjoy the puzzle and problem solving elements involved with programming and art as well as tying in meaningful stories that engage the player on a sub-level. |
2005 - 2007
2002 - 2008
Administrated and moderate an online pixel-art forum consisting
of thousands of members.
My website link published in a European magazine.
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