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April 8, 2017

When I put up a new track on SoundCloud I want to personalise it with a  custom cover. This I think makes it easier to find on my profile page as well as adding interest.
Also I’m not doing much drawing nowadays so it’s always good to find an excuse to do something.


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October 23, 2016

Not much image-making happening as usual but sometimes I find a reason to make one, this time I needed a banner image for my sound cloud page.


Electronic music (designing note patterns and configuring software synths to be more specific) is something I’ve messed with on and off for some years but recently I’ve gotten more active at it as I’m finally starting to get some foundation to work from.

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January 12, 2016

Some images comes easier than others. This one was definitely not one of them. I usually don’t make images with multiple characters in them which made itself noticeable throughout the process.

Definitely a good experience. It’s likely that I’ll do more action scenes like this in the future.

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December 12, 2015

Dug up an image from a couple of months back. It had its pile of skulls missing which has now been corrected.

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December 6, 2015

Or something like that. Has not been much image-making for me lately but this week I got the urge to get back into it for a bit.

There is no particular idea behind this image. Just one thought leading to the other leading to an idea then transformed as I go along.

February 4, 2015

Another random image thing.

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January 30, 2015

Just another one of those. I start out with little or no idea and try to make something interesting. Although not the most useful type of picture it certainly has its place, at least for me personally. Perhaps I can use this style of working to generate more design-oriented images.

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January 2, 2015

A new year is upon us with new demons to fight, with or without rocket launchers.

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November 28, 2014

Been mostly busy with my game project and a bunch of things has happened since last update. The game is now rendered with perspective making it quite 3D. For various reasons I’ve kept the effect fairly subtle but it really makes the visuals appear less stiff compared to the previous orthographic projection.

This change along with some others broke the lighting and I had to spend a fair amount of time getting things to work again but as usual it was worth it.

Although I’m getting somewhere with this project and very much like working with Love2D I’m thinking about moving on to a proper 3D engine instead since I’m depending on having a working Z-buffer and the one I hacked together in Love2D is still rubbish and I can’t really see a way to fix it. If I’d make that transition I would ditch sprites completely as well.

But while I think about that, here’s some images and a video.

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November 9, 2014

Finally I’ve managed to make a seemingly working implementation of point lights in my game. To make a long story short I had to go back and correct some fundamental things regarding the “isometric” projection in order to calculate things correctly in the shader. It seems I always need to go back and fix older solutions that worked at the time in order for new features to work, but I find it satisfying as it usually improves the system as a whole.

As the lighting is starting to take shape I need to start thinking about shadows.

Again the jagged edges you may notice in the screenshots are my pseudo depth-buffer having precision problems.

Still using placeholder graphics I made some time ago. Been doing some thinking of where I want to take the game artistically as I need to settle on some kind of style in order to start producing art assets more effectively. I have some ideas but time will tell I suppose.

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November 3, 2014

Last Saturday (Nov 1st) Conceptart.org held their annual self-portrait day. It’s a community event where you have a day to produce a portrait of yourself. Any style, medium etc. is accepted.

I was reminded by accident and decided to give it a go. Here’s the result.

Other entries can be found Here.

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October 30, 2014

As image making have been sparse this year I’m keeping it relatively quick and simple, just to get things going.

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October 28, 2014

Lately most of my attention has been put on improving the props system for my game, or rather figuring out how it should work in the first place, what it should be able to do etc. The props are basically 3d models rendered in the same angle and orthographic perspective (or lack there of rather) as the game camera, then mapped on box-like meshes to provide for depth calculation (which uses vertex color). The projected uv’s has been one of the trickier parts to figure out.
Last weekend I spent a couple of days making a system for generating stairs and ramps with additional height collision solving. This will speed up and optimize level building greatly.

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October 21, 2014

Just for the heck of it.

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October 18, 2014

I’ve been holding off from posting about this for too long. Cant quite remember but I think I started on this about two months ago.

So long story short I ditched the platformer project and migrated the code to start building an isometric game, something I’ve never done before. Diving deeper into programming which has been quite exciting so far. It’s like a whole new world revealing itself slowly.

I hope to post more updates about this in the near future so I’ll keep the description short. While I got a lot of things implemented so far (some things working better than others) it’s still very early progress. I hope to get going with some art pretty soon and build something more attractive and coherent, and then maybe even get some proper gameplay in as well.
Still there’s always some fundamental problems popping up from time to time which is still what makes it challenging and fun. The largest issue I have right now is precision problems with a “depth-buffer” I’ve made utilizing a shader which prevents drawing pixels of objects that are obscured by other graphical elements. This creates jagged lines where edges or surfaces meet which you can spot in the video below.

As before I’m using the Love2D framework, all game code is written in Lua and shaders in Glsl.

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October 5, 2014

Concept for a character I’m intending to use as the player for my latest game project. He’s primarily a swords-fighter but I’m thinking of giving the scarf some magical properties just for having an excuse for having it flying around constantly. Either that or treat it as some sort of cape.