The Observatory
Transcription
The Observatory
May 2016, No. 1 OFFICIAL NEWSLETTER OF DEVELOPMENT IN THIS ISSUE: • • • • Update on the new studio! N e w a l i e n b e a s t i e : t h e Ve r m i t e ! Check out the full Cliqist interview with Stacy Davidson! G e t a p e e k a t e a r l y s t a g e s o f 1a w h o l e n e w s p a c e s h i p i n t e r i o r m o d e l ! ( F U L L PA G E I M A G E ) 2 Welcome to the first official newsletter of Warbird Games chronicling the development of Jack Houston and the Necronauts! I ’d l i k e t o g i v e a b i g t h a n k s t o m y s u p p o r t e r s o n P a t r e o n f o r making this supplement possible! If you would like to show continued suppor t for the game, you can become a Patreon for as l i t t l e a s $ 1 a m o n t h . T h i s n e w s l e t t e r, a s p r o m i s e d a m o n g t h e n e w perks made possible by Patreon, is all par t of thank ing you, the original backers as well as continuing supporters, for helping m e t o b u i l d t h e wo r l d o f J a c k H o u s t o n . I ’m e s p e c i a l l y e xc i t e d because it gives me yet another way to connect with you all and share even more of my thoughts on the creative process in c r a f t i n g J a c k ’s a d v e n t u r e , w h i c h h a s b e c o m e q u i t e a n a d v e n t u r e of its own. Thank you, everyone! -Stacy Davidson, Lead Designer @ s t a c y d a v i d s o n / w w w. w a r b i r d g a m e s . c o m 3 A G r a p h i c A d v e n t u r e Coming Soon From 4 G a m e INTERVIEW S TA C Y D AV I D S O N ( The following inter view was originally conducted by Serena Nelson for a short blurb in Cliqist, but I’ve decided to share the complete interview with you guys. Enjoy!) When did you start looking for a new place to live/work? How long did it take you to find something that would suit all your needs? This turned out to be a long process. When it became apparent that my living situation was totally unworkable, for personal reasons not related to the project, I opted to move in with relatives in Oklahoma, who offered up their garage as a new workshop. As it turned out, there was actually quite a lot in storage there that had no other place to go. Af ter spending a great deal of effort trying to setup a workspace in what turned out to be a much smaller area than I had thought, and dealing with a lot of unforeseen issues including large dogs frequently running through 5 and destroying things, and mice infestations, the weather began to turn and before I knew it, the entire garage was essentially frozen to a point that my portable space heater was useless. So I turned to the work that I could do without the use of a workshop while searching for work and a place to live in Houston, which was always my ultimate goal as I have a son who lives here and traveling back and forth was getting too expensive. Nearly a year went by in Oklahoma before I was able to make the move. It then took another several months to get things on track with a new job and find a new apartment which would give me the studio space I needed to work. I had considered a garage/office combo, but it was just way outside my price range. In the end, I ended up replacing some of my louder tools and figuring out a way to work from inside a small apartment rather than the spacious garage I thought I would have. During the period between moving, how much work was done on Jack Houston? In the year I lived in Oklahoma, there were several big things happening on Jack Houston. 1) I was in serious talks with a potential publisher and putting together pitch documents, schedules, asset lists, etc. They ended up feeling like their plate was too full to take the game on, but I got an enormous amount of very valuable design work done in that process, including a huge set of puzzle dependency charts that helped organize everything in a m o re p ro fe s s i o n a l w a y, b e c a u s e I te n d to wo r k m o re o f f t h e c u f f, b u t I really had to hammer down a lot of details to get things in order for those pitch documents. 2) For the first time, I really dug deep into the sculpting, getting the two main characters created along with one of the largest creatures. 3) Since I had no studio to work in, I turned to photography and digital matte painting to continue work on the backgrounds. It was slow going, but I managed to knock out most of the swampy areas, and the results were probably a lot more stunning than if I had just stuck to miniatures exc l u s i ve l y. 6 N o w t h a t y o u ’r e m o r e - o r - l e s s s e t u p, h ow l o n g b e fo re yo u s t a r t modeling and capturing again? Once I had the new studio room, work began again almost immedia t e l y. Fi r s t t h i n g I d i d w a s l a y d o w n a thick hotel carpet that would protect the floor (this is an apartment, after all). Then I live streamed the building of my first workbench, which was a really exciting return to Tw i t c h fo r t h e J a c k H o u s t o n p r o j e c t . A lot of my old regulars came back to hang out and chit chat. With the floor protected and a couple of work sur faces in place, I moved in most of my tools and supplies and began streaming work on a new sculpt: a small possum-like creature with a triceratops style frill. I’ve also begun scratch modeling a new ship interior using styrene and cannibalized model parts from several dozen old airplane model kits. So f a r, i t r e s e m b l e s t h e i n t e r i o r o f t h e Nostromo from Alien, which has me pretty excited, because this ship will have a very different look than the rocket interior I created at the beginning of the project. Next up will probably be a large flying beast sculpture, and a lot more work on t h e s h i p i n t e r i o r. Will you be returning to doing v i d e o s o n y o u r Yo u Tu b e c h a n n e l ? Ye s ! T h e s t r u c t u r e I ’ v e f o u n d w o r k s best for this is that I do most of my w o r k l i v e o n Tw i t c h . t v , t h e n I t a k e the hours of video and speed it up for time lapse videos set to music o n Yo u Tu b e . A n o t h e r t h i n g I w i l l b e d o i n g h e r e a n d t h e r e a r e Yo u Tu b e update videos along the lines of the e a r l y s t u f f, w h i c h w i l l b e p o s te d to Kickstarter first as backer updates a n d t h e n r e l e a s e d t o t h e Yo u Tu b e channel. I ’m s u r e i t ’s s o m e t i m e o f f , b u t i s there an estimated release date of Jack Houston? Or are you not ready to give at least a ballpark figure? Not ready to set a release date yet, a s I ’m o n l y n o w r a m p i n g b a c k u p to work. I will however say that in the interest of avoiding unrealistic expectations at this point, a release before Chrismas this year i s p ro b a b l y u n l i k e l y. I t h i n k a 2 0 1 7 release is much more achievable. Can you give some insight as to why you chose stop-motion animation for an adventure game for those that weren’t around for the Kickstarter or those that c a n’t re m e m b e r ? Al s o, wo u l d i t be possible to give an example of how it all works out? Su r e ! A n d t h a n k y o u f o r a s k i n g , because this is one of the most exciting aspects of the project for m e , a n d I t h i n k i t ’s o f t e n m i s u n d e r s t o o d . To m a n y p e o p l e , t h e t e r m s “s to p - m o t i o n” and “c l a y m a t i o n ” are interchangeable, so I’ve heard many comparisons to games like Clay Fighter and The Neverhood. While these are exceptionally cool Looking games, and claymation is a great tradition of alternate cartoon a n i m a t i o n , w h a t I ’m d o i n g w i t h J a c k Houston is sort of a different animal a l t o g e t h e r. So, to back up to the beginning, when I initially began to visualize what Jack Houston would look like, I explored cell animation, pixel ar t, e ve n h i g h - p o l y 3 D, b u t i t fe l t a s though I was somehow missing the 7 m a r k w i t h t h e e s t h e t i c. Fi n a l l y, I s a t d o w n t o w a t c h o n e o f H a r r y h a u s e n ’s old Sinbad movies when something hit me. Whenever a creature would c o m e s l i t h e r i n g o u t o f i t s l a i r, t h e film would always cut to a wide shot that sort of featured an enclosed “ p l a y s e t - l i k e ” e n v i r o n m e n t . Yo u ’d s e e t h e h e r o , t h e m o n s t e r, a f e w set pieces like a rock or a tree, and a backdrop. I t felt as though you were looking at an adventure game s c r e e n ! T h a t ’s w h e n I r e a l l y p i n pointed that what I really wanted out of this game was the feel that you were actually stepping into a classic sci-fi film. And what better classic film style to emulate than Harryhausen movies?? So, one of the earliest films that featured stop motion effects was King Kong. Aside from terrorizing the audience s o f N e w Yo r k w i t h visions of their city being ransacked by a gigantic ape, it also inspired a young Ray Harryhausen to learn and even master the art of stopmotion. After making a series of fairytale short films in his garage, and being recruited by the creator of the original King Kong himself to animate another giant ape in M i g h t y J o e Yo u n g , R a y w e n t o n t o make a slew of fantasy creatures for films like Clash of the Titans, Jason a n d t h e Arg o n a u t s a n d 7 t h Voya g e of Sinbad, as well as some wicked science fic tion aliens for First Men I n T h e M o o n a n d 2 0 M i l l i o n M i l e s To Earth. In fact, his stop motion techniques were employed for every kind of creature and robot imaginable by Hollywood up until the early 9 0 ’s w h e n J u r a s s i c P a r k c h a n g e d the whole visual effects landscape instantly (from which point, ever ything was done using CGI.) So that solidified it, for me. Th e g a m e wo u l d n’t j u s t b e a classic adventure game. 8 It would also be a window into a classic science fiction film with bubble helmets, rockets, ray-guns and giant, slobbering, alien beasts. The environment would be a classic alien jungle, like those Gustave Dore-inspired miniature jungles seen in King Kong. The monsters would crawl out of their cave and slither in stop motion, and they would be sculpted, built and shot just like those that Harryhausen brought us. To c r e a t e o n e o f t h e s e s t o p - m o t i o n beasties, you start with a sculpture in non-hardening, oil-based clay like Roma Plastilina, Chavant, o r n e we r o p t i o n s l i k e M o n s t e r C l a y. That creature is then molded in a 50/50 cement and plaster material called Ultracal. The resulting mold is extremely durable and can withstand high temperatures, which is a good thing, because soon we’ll need to bake it. Next, you need to construct a special armature, basically a skeleton which makes it p o s s i b l e t o a n i m a t e t h e c h a r a c t e r. Big Hollywood productions always have ball & socket armatures made, but if you have somewhat limited funds (like me!), a popular option is alumaloy wire. This is carefully t w i s t e d t o g e t h e r, b o u n d a n d s o l i d i fied at key points using an epoxy p u t t y, a n d p l a c e d i n t o t h e m o l d s o that it ends up embedded at the center of the creature. Then, after whipping air into a careful blend of foam latex ingredients using a kitchen-aid, the mixture is poured into the mold halves, which are then strapped together and set into the oven to bake the moisture out. Inc i d e n t a l l y , y o u A B S O L U T E LY d o n o t want to re -use the mixer or oven to prepare food ever again, because nasty chemicals and horrible illness 9 and all that. Once the final puppet is removed and allowed to cool, it is painted and detailed with special paints and inks made using either rubber cement or a prosthetic adhesive, which allows the coat of color to stretch without cracking on the latex sur face. When painted on in layers using an airbrush, you can achieve some really eye-popping effects. So, although the ac tual animation process is pretty similar to claymation, attaching the puppet to a sur face using screws to tie it down by the feet and machine gauges to keep track of its position as you make minute movements, a sculpted and molded foam latex model can be made to look much more realistic and highly detailed. One method gives you Gumby and the California Raisins, the other gives you the Kraken and Medusa. H o p e f u l l y, my wo r k w i l l f a l l s o m e where in between, leaning toward the Kraken. ;) SCULPTING W ha t do you ge t w h e n yo u c ross a p os s um a n d a tr icera top s ? S i m p l e , y o u g e t J a c k H o u s t o n ’s n e we s t c re a t u re : t h e Ve r m i t e ! One of the best reasons anyone could want to create a science fiction world is the opportunity it brings to imagine all the bizarre life that might form on some undiscovered planet. “ I k n e w I ’d n e e d s o m e s e r i o u s l y w e i r d creatures for this, so before I even b e g a n t h i n k i n g a b o u t t h e s t o r y, I asked my friend and long time coll a b o r a t o r M i k e O l i v e r, a m u l t i m e d i a artist with a deep love for science fiction, to start coming up with cool aliens. I knew he would come up with stuff that was way outside the usual aliens you see these days. Sci-fi is kind of oversaturated with 10 bugs and reptilian creatures. Mike d o e s n’t te n d to g e t d raw n i nto m a i n stream design. When he puts pencil t o p a p e r, h e l e a d s w i t h h i s i m a g i n a t i o n , a n d t h a t ’s w h a t I w a n t e d . O n e of the first things he sent me was this totally bizarre creature that almost seemed to have a frill, but was it soft or bony? Its head almost looked like a skull. I just ran with that, and the idea of horns and bony growths is something I’ve now carried over to most of the creatures I’ve come up with since. “ I h a d n’t a c t u a l l y t h o u g ht m u c h about where I might use this actual creature for quite a while, but I guess it was sometime last year that I realized I had this lizard creature playing a role in the game, and I h a d n’t e ve n gi ve n m u c h t h o u g ht to what it would look like yet. It hit me that I really should just put lizard creatures out of my mind and use t h i s g u y i n s te a d, a n d t h e Ve r m i te e a r n e d a s p o t i n J a c k H o u s t o n .” S D So, as the creatures began to take shape with sketches like this, more beasts began to borrow from the l o o k o f t h e Ve r m i te. Th e c re at u re s o f Ve n u s b e g a n t h e i r lives vaguely inspired by the various monsters of early Holly wood. From the dinosaurs of Skull Island in King Kong to the more imaginative beasts of Ray Harryhausen. The Ymir from 2 0 M i l l i o n M i l e s To E a r t h , t h e H y d r a from Jason and the Argonauts, even the truly bizarre alien-things that crawled their way onto drive-in s c r e e n s i n t h e 1 9 5 0 ’s . M o v i e s l i k e I t ! T h e Te r r o r F r o m B e y o n d S p a c e , T h e Giant Claw and Angry Red Planet. B u t n o w, a n e w a n g l e h a d wo r k e d its way into the designs. “What I loved was that this was a mammalian sort of creature, it felt less dinosaur-inspired, more like some prehistoric ancestor of the p o s s u m f r o m t h e L o w e r Te r t i a r y period. That really got me thinking. The holy grail of alien design is to create something you instantly know does not exist anywhere on earth, yet you almost suspect that it MIGHT have. If people are tempted to consult paleontology websites to 11 co n f i r m i t wa s n’t e ve r a re a l a n i m a l, I k n o w I ’m i n g o o d s h a p e. B e l i e v a b l y b i z a r r e , t h a t ’s w h a t I w a n t . “When I started to sculpt the twoheaded swamp beast, I carried over the bony face and gave it horns similar to an Embolotherium or Megacerops. He also has these f re a k y, b o ny e ye s o c k e t s a n d s n o u t , but otherwise he appears to be sort o f r e p t i l i a n , H y d r a - l i k e . S o i t ’s m i x i n g q u a l i t i e s . L i k e , t h e r e ’s n o r e a s o n a h a i r y, w i n g e d s p e c i e s c o u l d n’t have stumbled on compound eyes o r e xo s k e l e t o n s. I ’m a l w a y s l o o k i n g for believably strange ways to set these creatures apart from earthbound animals while keeping them grounded and appearing, at the ver y l e a s t , p l a u s i b l e .” S D ARE YO U READY JAM? TO The second annual AdventureJam will begin May 6th and end precisely 14 days later on May 20th! Our 2016 panel of judges include Patrick Ewing (Firewatch) Natalia Figueroa (Fran Bow) Joseph Humfrey (80 Days) and Jay Tholen (Dropsy). S o G E T L A M P. . . G E T S W O R D . . . a n d G E T R E A D Y. . . for AdventureJam! Join us today at adventurejam.org! #advjam2016 3 years ago, Kaleb Lechowski created a short film that has generated over 20 million views worldwide. Now, he wants to make a feature film, and he wants your help. Check out the original short film on Kickstarter: R’ha 2 - The continuation of the sci-fi-epic MODELING At the beginning of development, Jack Houston designer Stacy Davidson constructed and photog r a p h e d t h e r o c k e t i n t e r i o r. T h e struts were designed and fabricated using CAD software, a Silhouette Cameo cutter and a hotwire foam c u t t e r. O t h e r t h a n t h a t , c o n s t r u c tion was a fairly basic process involving hot glue, foam core, random bits and pieces, an air brush and a lot of finger crossing. Now that he is all setup in a new studio, Stac y is embark ing on a much broader ship interior build, for a space craft of a much later technological era. “I had this certain look in mind for the original rocket interiors. I knew I w a n t e d t h e m t o fe e l b u l k y, l o t s 14 of dirty steel sur faces and wood t r i m . I t ’s b a s i c a l l y a p u r e p r o d u c t of hard-boiled science fiction. I wanted to create the feeling this thing was built in some bygone/ never-was era where the esthetics of the 1940s through the 1960s meets an age of space exploration where this pioneer space program is constantly building bigger and better rockets and sending them out to aid burgeoning space stations and explore farther out into our solar system. “ This new ship is something differe n t . I t ’s a s m a l l f r e i g h t e r f r o m a n e r a o f s p a c e i n d u s t r y w h e re we’re already basically everywhere, but for the most part, space is still the sticks. Freighters like this one travel between the colonies and remote stations to transport supplies, basically like interplanetary truckers. Rather than the more old fashi o n e d , h a n d - c r a f t e d f e e l o f J a c k ’s rocket, this one should feel mass p ro d u c e d. I t s h o u l d b e o i l y, b u l k y, functional, but also streamlined and efficient. Old war ships were like this, everything was stripped 15 down to the bare essentials necessary to function and that was it. I went on a tour of some old vessels in the local shipyard recently and took a lot of mental notes. Pipes and bare wires were left exposed so that you could access and re p a i r t h e m e a s i l y. I f something needed a c o v e r, a h a n d l e , o r a safety piece of some kind, it would just be a shaped hunk of metal that would be welded in place. A seat in a gun turret would be a tiny metal plate, just enough to prop up your butt. Space was also a consideration. If something needed 5 feet, it would take 5 feet. If it could be 3 feet, it would be. There was little or no consideration given to beautification or style. F o r m e , t h i s i s e x a c t l y w h a t ’s w r o n g w i t h m o s t s h i p d e s i g n i n H o l l y w o o d a n d v i d e o g a m e s. Wh at h a p p e n s i s, t h e f i l m m a k e r s c a n’t s h o o t w i t h o u t s e t s, a n d t h e co n s t r u c t i o n h e a d c a n’t b u i l d w i t h o u t d e i gn s, s o t h e j o b of visualizing what these things look like is given to a graphic designer/ c o n c e p t a r t i s t w h o ’s w h o l e j o b , m o s t o f t h e t i m e , i s c r e a t i n g s t y l e . S t y l i z i n g i d e a s . T h a t ’s t h e i r b r e a d a n d b u t t e r, i t ’s w h a t t h e y d o . N o w , t h e r e 16 are great concept artists out there capable of crafting grounded, realistic ideas, but many less experienced artists are often inclined to just try to show off their imaginat i o n a n d s k i l l. Th at i s n’t h ow re a l s h i p s a re m a d e, a n d i t wo n’t g e t yo u the same result. I think the really successful environments in sci-fi are the ones that feel like someone just grabbed a camera and stepped i n t o a t i m e m a c h i n e . T h a t ’s w h a t I ’ m g o i n g f o r. H o w w o u l d t h i s t h i n g R E A L LY l o o k ? I k n e w I co u l d n’t d o t h i s a s o f f - t h e cuff as before. This time it would take some planning and research into how highly detailed scratch models are made. I started by stripping all the parts out of a huge pile of airplane models and sorting the parts into bins. I then used grid paper to design the angles and cut 17 the pieces I needed from styrene. T h e m o d e l b i t s ( o r “g r e e b l e s ” ) were then used to create panels of details that will be lined up along the walls, with pipes created from dowels, brass tubing, and fish tank tubing for bends. This is only the beginning, but there will be lots of areas where much of this will be re -arranged to create details. Of co u r s e, i t wo n’t l o o k l i k e m u c h u nt i l i t ’s p a i n t e d , b u t s o f a r. . . s o g o o d ! .” SD That’s it for this issue, folks! Thanks for your suppor t, and remember to check back on the Patreon for fur ther updates. Also, remember to follow the Warbird Games Twitch.tv channel for more gamedev fun! This newsletter was made possible by supporters on patreon!