Hedgeblog

Hedgeblog

The ramblings of illustrator and game developer Hedgefield

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  • Minimal Raider released

    Minimal Raider released

    Happy new year! I’m starting 2019 off right with the release of a small game I worked on at the end of 2018: Minimal Raider, my submission for the #tombraiderjam on itch.io. I’ve always been a fan of the Tomb Raider franchise, so I had to seize this opportunity to play with the formula.

    It was a great learning experience working on this game. I’m no stranger to 3D level design, but I never had a third-person character who is able to traverse the space freely and climb and jump and everything. It radially changes how you layout a level. I’m using the excellent climbing system by DiasGames.

    I built 80% of the level out of standard Unity cubes with different colors, and then enhanced some areas with more bespoke assets from Beffio’s Lost Lands pack. In a way you can still see a lot of the greyboxing geometry in the final version, which I think is fun, it’s like seeing the brushstrokes on a painting.

    A topdown view of the level. You can see there is very little geometry other than what is necessary and visible by the player.

    And after dancing around it for a while, I finally figured out how to lightmap a level properly. This gives everything a more natural feel, as sunlight bounces off of surfaces to illuminate others. It’s not super easy to set up and iterate on quickly, but I managed to get pretty decent results with fairly swift bake times eventually.

    This is also the first time I’m using Unity Timeline in a production environment, and I liked it a lot. I had already made a 2D animation project with it previously, so I knew the basics workflow, which meant I could quickly achieve exactly what I needed for the intro and outro cinematics of this game.

    And finally the post-processing effects tie it all together. Bloom is essential here ofcourse for the scorching desert sun and the contrast between inside and outside spaces, then there’s color grading, tonemapping, and motion blur to give it a more cinematic feel.

    I’d love to hear what you think if you check it out!

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    January 9, 2019
  • 2018 recap

    2018 has been a funny one. Even though it’s technically been a quiet year for Hedgefield lots has happened still.

    Intern

    For starters, I had my first intern! Kim Leunen from the HKU asked if she could intern with me for a few months, so every week we sat down and spent the day making games.

    It was really refreshing to work with someone from the game world again. And like me, Kim started from illustration and now wanted to tell interactive stories, so our design vision was very similar.

    We wrote a new concept from the ashes of Black Feather Forest, and built a prototype for her girlscout forest adventure game (a recurring theme in my career by now). I look forward to seeing what she creates.

    Read the rest »

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    January 3, 2019
  • Inktober 2018 selection

    I don’t usually get around to doing inktober, but this year I was doing a lot with my iPad Pro, so it was easier to roll into it. What helped me especially was not to try and do the prompts list, but just draw whatever was on my mind that day. If there is an emotion behind it, I find it’s easier to start drawing.

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    November 26, 2018
  • Hey Frank, isn’t that your horse?

    godless

    I’m enjoying Godless on Netflix a lot so far. Though as much as they market it as “it’s a western town full of women!”, it’s the small scenes with Jeff Daniels that steal the show. Like this one.

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    July 6, 2018
  • Back out West

    This week is Remake Jam on itch.io, which brought me back to my first (finished) game project, Coyote. I’ve been wanting to make a sequel to that for ages, but I’ve got enough games I need to finish first. But in the context of this jam, I thought it might be fun to rebuild the original in Unity, using everything I’ve learned since 2011. I’m not sure I can pull it off in one week, but it’s already been fun to rebuild the town in 3D (using this great asset store package) and recreating the intro. I’m excited to work on this further.

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    June 3, 2018
  • Ocean Boy, the investigation of why I like stories at sea

    Ocean Boy, the investigation of why I like stories at sea

    I realized recently that I have a fascination for the ocean.

    It felt like it came out of nowhere, but when I traced it back, it was surprised to find that it’s been something in the back of my mind for a very long time. Check this out:

    (more…)

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    May 12, 2018
  • Klement backgrounds

    I was looking at these excellent Steven Universe backgrounds when I remembered a project I was working on a few years ago that I did some background sketches for. They show a school campus with Bauhaus and Fin De Ciecle influences in its architecture.

    There’s something really cool about designing a location for games or animation. It’s different from static shots, you have to think about camera movement and making sure all the interactive things are visible at a good angle. My favorite thing is to account for the camera perspective changing when it pans around, so it seems a little more 3D than it is.

    loc_atletiekveldloc_halloc_kantineloc_slaapgangloc_slaapkamer

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    May 12, 2018
  • With habits like yours…

    Poirot and Bouc catching up, from Murder On The Orient Express.

    Had to pause this movie a few times to snap drawing reference, the colors and compositions are fantastic.

    This is the first digital painting I completed in Procreate for iPad. I miss some of the finer control of a Wacom + Photoshop, but it’s definitely powerful and fun. And the great thing is it also saves a timelapse!

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    March 23, 2018
  • Swan Market sketches

    I was at the Swan Market in Utrecht last weekend, and while my girlfriend was busy selling her drawings, I drew some attendees on my iPad.

    swan1

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    February 19, 2018
  • New avatar

    New avatar

    I felt it was time to update my branding. My current avatar doesn’t really do justice to my hair situation anymore!

    The base for the first avatar came from a daily comic I drew in 2010. I then used it to advertise my font, and soon it became my business card and website header when I went freelance. I updated it once in 2014 to add the beard. Since then I never really looked at it again. I did draw a new version of myself in my daily comics from 2015, but it wasn’t until 2018 that I felt the need to update my official avatar too.

    A tradition that has snuck into these avatars is that each new version has the shirt I most like to wear at that time. This year was a bit of a challenge because it’s not as colorful as previous years, but I think the greyish-blue does contrast nicely with the orange.

    avatars

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    February 13, 2018
  • 2018 focus points

    In 2017 I stopped meticulously blogging about all the things I do because I simply do not do all that much next to my day job anymore. But for 2018 I’m gonna start again, it’s too easy to lose a year just sort of pushing projects forwards while not really achieving anything.

    But this time I’m not setting goals; I’m defining focuses for each month. This is an idea I picked up from Design Life. It’s another way of saying “do this and nothing else for this period of time”. I’ll be picking from this list during the year to set a monthly focus.

    • Draw more Off-stage
    • Update portfolio
    • Improve drawing skill for poses and expressions
    • Learn to draw with my left hand
    • Release a new game
    • And a bonus objective: do something incredible every month.

    January has already been dedicated to Off-Stage, and lo and behold, new comic pages have started to appear online! So it’s working.

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    January 31, 2018
  • Things I learned in 2017, part 3: social life

    This year I didn’t spend very much time on (new) personal projects, but I had a crazy growth in my professional and personal development, so I thought I’d write about that.

    It became a very long post, so I’ve divided it up into a trilogy. Read part 1 and part 2 here. Today, we’re looking at social life:

    (more…)

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    January 27, 2018
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