Here’s another creative video. This time it is an apocalyptic skateboarding music video. It’s nice to see explosions being used for something that looks cool and was (hopefully) harmless.
The explosions start raining down around 3:30.
Life long game developer
Here’s another creative video. This time it is an apocalyptic skateboarding music video. It’s nice to see explosions being used for something that looks cool and was (hopefully) harmless.
The explosions start raining down around 3:30.
Great video:

Just found this cool collection of electro songs. A “christmas present” from graphic designer AKUTOU‘s “HEY KIDS!” blog. One of the tracks is from band “Lo-Fi-Fnk” which is a pretty good description of the genre – 80s, funk, electro, disco… I can’t describe it.
If this sounds like something you’d enjoy and you’re ready to do some butt-shakin’ to some funky rhythms the download link is on this page.
While you are there, check out AKUTOU’s designs. Great vector art.
As I mentioned earlier this week I gave a presentation at Pecha Kucha 62 in Tokyo last night. I built 10 brand new tiny games in less than 10 hours for the event. I know at least one person was recording a video so there may be video footage soon. If not I will do a screencast of the presentation for the web.
Although the games were mostly (completely) silly they seemed to go over well with the crowd and I got some laughs. A full set of photos is available on Flickr.
Right now I don’t have the time to post all the details of all the games but will do so in the near future. For now here is the game list, in the order they were presented:
I leave you for now with this photo of the crowd as I was speaking. You can see some laughs as well as some contorted faces filled with horror. :-)
Simple but periodically pleasing. Click to randomly generate a new scene.
After Pause Talk vol. 29 last night when talking with just-arrived-in-Tokyo Brian Thomas the topic of algorithmically generated art came up. I spent five minutes and cooked this up. It was definitely fun and I want to explore it more. I need to go ahead and learn the Processing language which I’ve heard is great for this kind of stuff.
Full source code is below:
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Matrix;
public class SinDraw extends Sprite
{
private var sinWaveData:Array;
[SWF(width=500,height=300)]
public function SinDraw()
{
sinWaveData = new Array(200);
onClick(null);
stage.addEventListener(MouseEvent.CLICK, onClick);
}
private function generateWave():void
{
var amplitude:Number = 100 * Math.random();
var frequency:Number = 0.0174532925 * 2; // 2 degrees in radians
var phase:Number = 100 * Math.random();
// intentionally goofy
var r:uint = (255 * Math.random()) << 16;
var g:uint = (255 * Math.random()) << 8;
var b:uint = (255 * Math.random()) << 24;
var color:uint = 0xff00000000 + r + g + b;
for (var i:int = 0; i < 200; i++)
{
sinWaveData[i] = amplitude * Math.sin((i * frequency) + phase);
}
for (i = 0; i < 200; i++)
{
var index:Number = i * (500 / 200);
graphics.beginFill(color, 1);
graphics.drawCircle(index, sinWaveData[i] + 170, Math.random() * 5);
graphics.endFill();
}
}
private function onClick(e:MouseEvent):void
{
graphics.clear();
var matrix:Matrix = new Matrix();
matrix.createGradientBox(500, 300, 90);
trace(this.width);
// intentionally goofy
var r:uint = (255 * Math.random()) << 16;
var g:uint = (255 * Math.random()) << 8;
var b:uint = (255 * Math.random()) << 24;
var color:uint = 0xff00000000 + r + g + b;
graphics.beginGradientFill("linear", [color, (color - 0xff222222)], [1, 1], [0, 0xff], matrix);
graphics.drawRect(0, 0, 500, 300);
graphics.endFill();
generateWave();
generateWave();
generateWave();
generateWave();
generateWave();
}
}
}

Hamada-san draws her work in acrylics on paper, scans them in, and then does some touch-ups in Photoshop. Everything she does looks great with a distinctive style. The first teaser is here.
The bird above is fully animated and moves about the scene. As the project’s animator (gasp!) I have been forced to learn a lot about animation to take the illustrations of Hamada-san and make something that looks halfway decent.
I got some great advice from my talented animator friend Leo Martinez on a squirrel animation I was working on. You can see a test below. The sequence is animated from only two illustrations (a stand and a jump pose). I had no idea it was possible to create so much motion with Flash’s free transform tool. I don’t think I have a knack for animation but I am having a lot of fun working with it.
“Linger in Shadows” – the recent PlayStation Network release – is yet another part of the long history of the crossover of the demoscene and the game industry. For a nominal fee the user is greeted with what is largely a traditional demo. It has all the classic elements: lots of procedural content, mix of 2D paintings and 3D imagery, “greets” to other scene groups, and a soundtrack that matches the visuals. It is looks impressive, doing well to showcase the talents of the programmers and artists of the development team at Plastic.
Why would Sony fund a small group of developers to create a non-game for their platform? Was it an extension of Ken Kutaragi’s original vision that the PS3 was to be more than a games console? Personally, I’m impressed that they would invest in such a project. I would be surprised if Linger in Shadows is profitable. I believe it could be used as a marketing tool in technology circles to show Sony’s interest in art projects or to promote the abilities of its platform. This is the kind of project that could attract the attention of artists outside of the mainstream game industry. With the current economy though and Sony’s recent sales struggles I doubt another similar project will get greenlit. I hope to be proven wrong.
The other attention grabbing part of the demo is that unlike a traditional PC based demo there are a number of interactive components. At various times while watching the demo, the user can spin the controller to move objects or light sources in the scene, for example. Other times they can scrub the movie’s time line forward and backward. Using the camera to look around can find hidden objects and greets that unlock PSN Trophies. It is certainly no game but the addition of these elements gives the demo an extra layer to peel back.
Linger in Shadows may go unappreciated by the gaming populace and in some ways it isn’t surprising. As a game developer a lot of the appeal of the demoscene is not just in watching something beautiful and admiring the creativity of the human race but in inspiration in both technology and artistry. Users without that specific interest may not find Linger in Shadows or any other demo particularly interesting and so be it. That said, games like Max Payne are widely appreciated by gamers. That game’s developer, Remedy Entertainment, was born out of the demoscene group Future Crew. I’m certain there are countless other members of the game industry who either came from the demoscene or were inspired by it.

Above is the image Ogura-san and I ended up submitting for the hair style photo competition I originally discussed here. What do you think? He wanted to make it a little bit different from a typical color photo of a model so we played with a lot of different ideas. Simply making Alina black-and-white ended up being the most visually appealing.
That’s not to say there wasn’t extensive cleanup on the hair, face, and other areas of the image. Separating the girl from the background was time consuming, including making the holes in the hair on the top of her head still show the background through them. Some parts of the image weren’t in the photo and were made from parts and Photoshop tools. I’m still no photo editing expert but I think it turned out OK. Wish us luck!
My friend Ogura-san is a stylist. He recently decided to participate in a photo competition and asked me if I would help him out with the photo touch-ups. It sounded like fun so I agreed. Of course I’ve never done photo touch-ups before at this level but I didn’t let that stop me. Especially since step one in the process was getting to go to a photo shoot with a real model. Woo!
So I went to the photoshoot about two weeks ago. The model was Romanian, her name was Alina, and yes she was attractive. Ogura-san was there making sure the hair was right and directing the styling. There was also a photographer, a make-up artist, and a professional lighting rig. It was really cool to get to see this kind of setup.
I just recently had the photos delivered and have spent some time editing some of my favorites. Ogura-san and I are still hammering out what the final image will be, and the below two photos I edited are not going to be used, but I thought they ended up looking pretty nice and I wanted to share them. Which do you like? Blue or red?


99% of the credit goes for these images goes to the team who originally created and captured them. My edits primarily involved removing a lot of stray hairs covering Alina’s face, removing minor skin blemishes (if you can even call them that on this girl, her skin was basically perfect), and adjusting the levels and color tone of the images. I also did some shadow tweaking and a minor bit of reshaping.
It was fun spending a bit of time learning about the process. As with all skills, it takes a lot to become an expert and I am far from that. It is scary how much can be edited even at a beginner level. I’m sure everyone knows this already but you definitely can’t trust any image you see in a magazine.
Photo editing skills will definitely come in handy in the future. If for nothing else but to humiliate coworkers by putting their head on this guy (NOT SAFE FOR WORK, unless you are a former coworker of mine then you’ve probably seen this image before).

I’ve been working with a local Tokyo-based artist, the awesome Kayo Hamada, on a secret Flash-based interactive project for a few months. It has been moving slowly but we recently hit a progress milestone and I wanted to share a tiny bit of teaser art work with you all.
The girl staring at you above is our main character. Her name is Violet.
I don’t want to reveal too much more at this point. Although we have plans drafted up for the theme and general layout of the story we’re taking a very creative and experimental approach to the development of the project. This is a labor of love – there is no money involved – which of course grants us that freedom.
This isn’t a videogame so I’m also taking this opportunity to use a different approach to fleshing out Violet’s story and world. My background in game development gives me the knowledge of how to produce a schedule of building out assets an code to finish the project on a specific time frame but I’m avoiding that in this early stage in the name of unlimited creative freedom.
Hamada-san and I just had a brainstorming meeting inside an Internet cafe in Shinjuku where we settled on a number of issues for the opening of the scenario.
I look forward to when we can share some more!