Doom Guard, a board game I’ve been involved in the creation of for five years or more, is launching again on Kickstarter from Pinnacle Entertainment Group.
Ever since I happily wasted utilised hours of my life playing Talisman/ Heroquest/ Dungeon/ Chainsaw Warrior/ Dungeonquest/ Rogue Trooper/ Kings and Things etc, etc… I’ve dreamed of being involved in creating a boardgame and, finally, here it is! I say finally not just for a lifetime’s obsession but also because I initially started work on this, I think, three or four years ago. Maybe five? Certainly the whole Covid thing happened in the middle of it.
For the game featured above I created the artwork for the two boards shown (and a third, not yet revealed), and I’m currently working on illustrations to further flesh it out. I’ll create a portfolio page for it all when I feel able to do so.
The boards were a lot of fun, and ended up being a combination of work in 3D Studio Max and V-Ray, ZBrush, Photoshop, some painting and more; very, very mixed media. There’s a lot of detail there, even evidence of little stories to pick out, should you feel so inclined (the finished boards are, I believe 24″ x 24″ or, at least, that’s the format I worked to (and thank heavens for a powerful machine). Anyone who has known me for any length of time (and who watches the video) may also spot this beauty;
Again.
Anyway – the gameplay looks pretty insane so I might ditch any hopes I had of playing this with my family in the near future. But, you know….. still excited!
Seeper recently provided various pieces of AV content for Merlin’s Little Big City model village attraction in Berlin. I was responsible for a large part of the visual and creative side of it including writing the story scripts, storyboarding and concept art/ visualisations, running the art team and bringing together assets from three separate 3D packages to run a material, lighting and rendering pass over the whole thing. It’s been quite hard work.
Here’s a video of first impressions, or so I’m told as I speak very little German (I can count, that’s about it). I only hope they’re saying nice things.
The things in particular in this video are to do with the tall, soviet-style building showing a balloon escaping and people tunnelling, etc. We made that.
As part of my work at Seeper, and in conjunction with Jollywise Media, we put together an interactive exhibit to help promote Pixar’s upcoming movie, Coco.
Assets initiated from Pixar and were adapted – and rebuilt where necessary, such as the clothing – to work in Unity, including cloth dynamics. The characters are driven by Kinect, from input of the visitors dancing.