Monday, 18 April 2016

Counter Squall Launch!

First you saw the trailer, now you need the game!  Counter Squall is being  Hosted at IndieDB here.  The game is priced at 3.99 USD (5.11 CAD) and the team is hoping you will enjoy it.  This game operates on windows machines.

Here is a link to buy the game : Counter Squall Game
Please take a look at the Counter Squall blog here : Cog-Work Games

Any downloading and gaming concerns will be addressed by Jordan at jordancog94@gmail.com.

Friday, 15 April 2016

Counter Squall Gameplay Trailer

After a month of hard work, here is the Counter Squall Gameplay Trailer!  There is a tentative blog for this game at Cog-Work Games that I hope you guys check out.

Director/Programmer : Jordan Cogswell
https://ca.linkedin.com/in/jordancogswell

Sound Design : Charles Dearborn, Jordan Cogswell

Art and Assets : Stephanie Phillips (me)
https://ca.linkedin.com/in/steph-phillips-55452a97
http://stephaniephillipsart.tumblr.com

Special Thanks to :

purple-planet.com for music

Riley Gombart for player sprite
http://opengameart.org/users/rileygombart

Iwan Gabovitch for icons
http://opengameart.org/users/gubodup

Thursday, 14 April 2016

Game In the Works


I've had a part in making assets for a game called Counter Squall, a top-down tower-defence shooter game.  You have to defend your houses from attaching squalls of skeleton men, without letting their integrity drop to zero.  These skeletons can attack you and your houses with either guns of knives, or even electricity.  Visit this link to see a work-in-progress video: Counter Squall WorkInProgress

Wednesday, 30 March 2016

Green Café


Here is a rough layout of a planned animation about cake.   I roughed out the perspective in FlashCC, and cleaned that up in Photoshop.  The most important thing missing is the cake.  Naturally.

Friday, 5 February 2016

Character Appeal Analysis



I recently watched Gravity Falls for a project, and acquainted myself with the style.  I tried my hand at a self portrait just for kicks, and saw how boring the design was.  There was no exaggeration, nothing really that gave hints to personality.  It was just plain 'ol me in a sweater and skirt.  The character appeal was low.  The next drawing I took to the very basic at denim/cotton.  It would barely suit a background character, but it gave me something to work from.  I exaggerated skirt length, which did improve character appeal, but it was still plain.  Marble Pines had her iconic sweaters and headband, Dipper had his hat and vest and journal.  Maybe I was missing an identifier prop like that.  So I ditched proportion and style, and came up with 1) Story, 2) Pose/Expression, 3) Character (no longer a self portrait).   The character's garments were designed to aid the story (something along the lines of a hobby farmer is constantly losing chickens/livestock to mysterious creatures/monsters in the woods).   Sneakers for running.  Half-length skirt for ease of movement.  Rolled-up sleeves on over-shirt identifying someone who is ready to work.  Mostly loose clothing for comfort.  Ponytail  to keep hair out of face.  Then it was just a matter of translating this information into the Gravity Falls style.  I think it was fairly successful.

Wednesday, 9 December 2015

Blender


I've been teaching myself some more 3D stuff in my off-time.

Bearded Vulture


Bearded Vulture digital painting, roughly four hours of work in Photoshop.