working title: MOLD

working title: MOLD

production blog

You can scroll the shelf using and keys

the first major setback….

June 10, 2013

…. well, I really ran into that one ;) I should have known better,
but there you go…

I was working on the makingOf videos for the game during the last months (and used mostly music tracks of pretty unknown but great musicians, with the expectation / or at least some hope ;)  of getting a license (free or very cheap) to use it for these noncommercial/free videos. (you are probably getting a sense where this is heading ;) )

so, without any examples to show off (and the urge to try it) I started to cut the first one with different music styles (eventually settled for one of course), and developed the overall “style”. So, fast forward to today – 3 videos are finished, it was about time to contact the first musician. I was very optimistic, because the first musician isn’t really popular (so you’d think advertising is always welcome), I encountered him on YouTube, and he is austrian aswell (well I should have known better… ;) ….greedy little bast***s).

soooo, long story short, his management made an offer of 2500.- euro/year for one song :) yes, two thousand five hundred for one track to be used in a free non-commercial Vimeo movie.. and thats per year.

so, instantly after i got this email, I removed the password protected test movie on Vimeo, just to be save. (license wise), and started to look for (affordable) alternatives..

what a month ;)


not much going on….

June 2, 2013

I’m in the phase of finishing two commercial projects (one will end today *knock on wood, the other one is due in 1-2 weeks). So, unfortunately nothing “mold-specific” got done.

but (to save the day ;) ) i did concepts a few weeks or even months ago which have never seen the (blog)light, sooooo

a diorama style set asset… not sure when or how to use it, but i basically like it 130602_set_concept_diarama_A

the last few weeks…..

May 23, 2013 1 Comment

I missed my “posts from now on thursday” deadline a few times already, but commercial jobs are piling up, so what can you do (greed in its purity :) ). even my massive renderfarm (three nodes ;) ) is crunching numbers 24/7 at the moment (at least when I’m able to feed it properly).

but since i skipped the post on last thursday and sunday……

…what went on with Mold?

Babette sacrificed a weekend and finished the modeling and rigging of the ant. YAY! ;) one step closer to have a playable character….

I burned time on Scene01 again ;) but now I’m pretty sure I got it right… unfortunately that’s not the version I post today ;) (the other one isn’t on paper yet)

the paper drawing (of the “sort of” version):

and the (fast)refined digital version for the prototype:

We also started to work on 3D layout sets in Softimage, which will eventually replace the 2D sketches.. It’s simply too much hassle to change/redraw the 2D ones, and having them in 3D is going to save some time  later (because it’s a “must have” step anyway) but I’ll cover this process later in more detail (…the prototype is going to be way more ugly (you could say “rough”) than I thought :D but who cares) ….

that’s all folks!

research: length/complexity of “Monkey Island 1”

May 13, 2013 2 Comments

ok, I finally finished it. (thank god I have this one off my back ;) ) I can’t claim it’s 100% error free (I’m too busy at the moment to have a clear head / the time to recheck it several times, to be absolutely sure ;) in case you find something, please drop me note)


I didn’t upload an additional bigsized JPEG this time, so here is the vector PDF:


just a note on the side: the blog will be updated every thursday night, from now on.

3D production: the main character

May 7, 2013 1 Comment

yay! ;)
ok, ok… he isn’t really 100%, but close… (some distinct details are still missing, so let’s say he is at 80%…. mhhh…well that doesn’t sound close at all ;) ), but it’ll have to do for now. Babette modeled the base character and walnut, I’ve modeled his “tools” and textured / shaded him.

here is a 360 lights test, the last step and final check of the shading process….

Status Report.

April 29, 2013

Hi everybody!

sorry, I’m running late with this weeks update…. my workload maxed out over the last weeks, so I had a hard time committing any time to mold. Writing this post almost feels like a luxury… even if it’s kinda work, too ;)

so what happened, whats the status?

  • I have worked on the main character over the last month and finished all accessories (“all” = three ;) ), and about 90% of the main body.. this process was screen captured almost all the way through, which brings me to…
  • … the editing of 3 short makingOf videos (of about 8? not totally sure yet..), which unfortunately caused a lot of collateral work (experimenting with capture codecs, designing/creating the intro and outro, finding fitting music, .. uhh …. lots of editing, and the usual nightmarish compression action.) – but i think they came out real nicely, so I’ll cross my fingers that at least someone’s gonna like them (i’ll prepare my fan, in case a shitstorm raises ;) ) I’ll post these monthly(maybe biweekly at best), one at the time, to give me a (slight) chance to keep up…
  • Babette finished the modeling and rigging of the ant, the next step will be UVs and shaders.
  • the size/length analysis of Monkey Island 1 is finished aswell, it just needs a final check or two before i am willing to post it.
  • and last but not least the story got a little bit of love, and I’m still somewhat stuck (design wise) on scene_01… other scenes progress nicely (slow though).

sooooo and whats next?

  • mhhh i’ll have to throw an eye on social networks :/ I’ve managed to avoid it completly until now (i’m not the social type anyway :D ), but i’ll give it a shot when there is some downtime.
  • I need to finish up the main character including ant, and create a nice teaser image.. and consequently finish recording / editing the first badge of makingOfs….
  • the same time, start the 3D production of an approved background, and head towards a playable proof of concept.
  • lock down the story, and develope the game as rough prototype… (and that’s “in the far future”)

.. still a very long way to go….

that’s all folks!

rough side character sketches #15

April 14, 2013

a new (and the final) version of the aubergine… the fly was more of a fun doodle, but in case we need a fitting design, it’s there. ;)…… mhhh… but when i think about it, the two could make a great team :)


%d bloggers like this: