The Oracle, 3D Game Asset

The Oracle

The Oracle on Deviant Art

(download)

 

Blender, Sculptris, XNormal, Photoshop.

 

This structure sits at the center of the garden. It is a key puzzle piece in my game environment "Paradise".

So far, for this project, I have tried to stick to my original concept art as much as possible. However, when I tackled this particular mesh, I decided it needed a total concept overhaul. The original variation just wasn't dynamic enough for the actual game environment. The new structure proved to be more fun to build as well. 

 

The original concept art can be seen here. (The Oracle is the structure at the foot of the tree.)

Paradise: Studio Concept

Paradise: Environment Concept on Deviant Art

Paradise: The Bridge in the Garden

Masinter_celeste_2012_paradise_screenshot_16

 

Unity 3D (Free Version)
All images copyright Celeste Masinter.

 

As far as this project is concerned, I don't have much to report today. The bridge is the last of the "static" meshes on my mesh list. This is exciting news for me, because now I'll be focusing on the most exciting and creative pieces of the environment, which all happen to have animated parts. So if you've been wondering if I was going to ever make the Mechanical Frog (from my previous concept art), then yes, I am. Eventually.

 

However, lately my life has been full of game devlopment meetups, a Hackathon, and new game-related freelance opportunities, so I imagine blog posts may slow down for awhile.

 

If you would like to learn more about the recent (less than 48-hour) Google TV Hackathon I attended, and the project of which I was part, check out my teammate JeanCarl Bisson's comprehensive blog post: http://tech.jeancarl.com/2012/04/26/google-tv-hackathon/  (Includes graphics and video). He managed to transform an Android Phone into a primitive Wiimote! 

 

 

Paradise: Foliage Screenshots

(download)

Unity 3D (Free Version)

All images copyright Celeste Masinter.

 

I've been exploring foliage in Unity. The Unity game engine actually posesses a procedural Tree Creator, much like SpeedTree. I actually like it better than SpeedTree, because the parameters are more directly labeled, so you always have a good idea about what you're changing.

 

I still need to work on the sky, and recently it was brought to my attention by deviant Satsumo that the gaps in my floor bricks are probably too wide, and that I should consider tweaking the second floor so that it varies more from the first. Things to think about!

 

 

Paradise: Courtyard Screenshots

(download)

Unity 3D (Free Version)

All images copyright Celeste Masinter.

 

More WIP screenshots. For more about the project, see previous blog posts. 

I Believe in Play

Masinter_celeste_2010_aeronaut_daid_png

 

I believe in play. I believe in the power of play to solve problems, inflame creativity, uplift compassion, and provide opportunities for epiphany – both quiet and personal, as well as triumphant. I believe in the beauty of play that reveals, at once, the cunning schemes of craft and tactics, the workings of the universe, and the wonderment of... wonderment. I believe games can change the world – for the better – by providing a space for play, a space for imagination and creativity, and a space for the creation of meaning. Games can change the world by imbuing everyday life with opportunities for delight and discovery, and by revealing just how compelling and magical collaboration and friendship actually are.

 

Want to play?  

 

 

Follow my blog for project updates!

 

Studio Doorway - Screenshot - Created in Unity3D

Studio Doorway

Studio Doorway on Deviant Art

 

Unity3D (Free Version)

 

This is a glimpse of the arcade just outside the creator's studio.

 

(This effort includes concept art, modeling, texturing, and then construction within the game engine, including importing and placement, shader development, lighting and lightmapping, and the scripting of a simple puzzle.)

 

MolyJam 2012 - "Path" Gameplay

"Path" Gameplay - MolyJam 2012 from Celeste Masinter on Vimeo.

(Reload page to see video if needed...)

 

This past weekend (March 30 – April 1), I participated in MolyJam 2012 (“What would Molydeux?”) in San Francisco, a 48-hour game jam event based on the tweets of Peter Molydeux, that was orchestrated in little less than than two weeks by Anna Kipnis (Senior Gameplay Designer at Double Fine), Patrick Klepek (News Editor for Giant Bomb), and Chris Remo (Game Industry Veteran). The event ended up going global like the Global Game Jam, and was covered by multiple industry press sources. The event was live streamed and watched by hundreds.

 

Update: My team's game "Path" was featured in EDGE Magazine! : 

 

My team included:

Mike Kenyon (Software Engineer at Zynga) - Programmer
Eddie Freeman (Game developer and Technology Enthusiast) - Programmer/ Producer
Anthony Aiello (Lead 3D Artist at ZippyBrains) - Environmental Art
Brent Jentzsch (Creative Manager/Sr Animator at Mixamo) - Animator
Sean Thompson - (Student at Sonoma State University) Level Design/ Play-Testing/ Support
James Snipes (Student at Academy of Art University) - Audio

 

I had an excellent time working with this team, who proved to be professional, good-humored, and devoted to finishing this project in the face of every challenge.

 

Our game was based on this Molydeux Tweet: "Romantic parkour game in which you and the love of your life must hold hands and jump around a city evading death and injury"

 

This was a great opportunity to think outside the box and develop a game idea that was creative and unique. We decided to design a a two player game that made creative use of a third controller. Each player would control the movement of a character with one controller, while physically controlling the hand-holding of the two characters with the third (shared) controller. In other words, the players would be holding hands as well. Although the idea proved too ambitious for 48 hours (this was the first time our programmers had used Unity 3D), we still had a lot of fun, learned a lot, and managed to assemble a functioning two-play prototype with parkour action!

 

Once again I served as character designer and artist. I used this project as an opportunity to explore a cartoony, almost muppet-like) style, and really push my low poly character skills. I was also later charged with level design, and helped troubleshoot Unity 3D.

 

(download)

An Ode for Old Shoes

Shoes_web_01

 

 

I bought these shoes in Los Angeles, almost a decade ago. It is with sadness and yet triumph that I retire them in California, in the state where our long relationship began. These shoes have seen both coasts of the United States, and many places in between. They have seen Japan and Scotland. They have seen a hundred kinds of mud and hundred kinds of sunshine. They have seen good times and bad. They have walked me through chapters of my life. Here's to a pair of twenty dollar shoes. May they rest in peace.  

 

Abigail Character Posed with Evil Teddy

Firelizard Maquette

Abigail Posed on Deviant Art

 

Blender, Sculptris, Xnormal, Photoshop.

 

I am very pleased to present Abigail (my game character), posed with Evil Teddy! 

 

I finally mustered the courage to teach myself rigging in Blender, and well, its not that hard. The skinning system is very natural and in many ways makes more sense than 3ds Max.

 

Also, I just did a fairly exhaustive organizational overhaul of my website. Look and feel remains untouched, however.

 

Updates:

 

Creator's Studio - Screenshot - Created in Unity3D

Creator's Studio Screenshot

Creator's Studio Screenshot on Deviant Art

 

(download)

 

Unity 3D (Free Version).

 

 

My "Paradise" game project continues to move forward, as I have time. 

 

In this project, my aim is to create a unique and visually compelling world, within a limited, focused scope. The style of the architecture and structures are inspired by art nouveau, art deco, Italian gothic and Moorish fantasy. 

 

My effort includes concept art, modeling, texturing, and then construction within the game engine, including importing and placement, shader development, lighting and lightmapping, and the scripting of a simple puzzle. 

 

 

The concept art can be seen here: 

Paradise: Studio Concept

Paradise: Studio Concept on Deviant Art