Saturday, November 5. 2011debian edu artworkhere is another open source project i've been given the chance to help out. this time it's nothing less than the latest (upcoming) debian edu incarnation. being a debian user myself i felt very honoured that the team asked me to help them out with new artworks, wallpapers and a logo redesign.. we spent a great and fun weekend together in june this year where i met many of the most active debian edu developers. these guys do an incredibly awesome job and i'm glad i could volunteer. i can't wait for the final version to be released \o/ chaos macht schule artworki've been involved in the local CCC-project "chaos macht schule" over the past year and a half and did some backgrounds etc. for their presentation material. there is a dedicated page on pixelz.de, which can be found here (in german, though). even though i have stopped working with the team it's still possible that i'll do updates or further artwork in the future. so if you are a member of any CMS-team it might be worth bookmarking the link and checking back on it once in a while... Friday, June 24. 2011games that weren't....
... as a professional artist i think i haven't worked on many projects (be them games, presentations or anything really) that weren't released or made public at one point or the other. of course there are always customers who don't want that you show what you have produced for them. mostly because THEIR customers might possibly come to the conclusion that this fab company doesn't do everything inhouse or isn't as brilliant as they might present themselves. this is always annoying, of course, but in the end all that really matters to me is that i get payed and i can see my art out in the open and watch people react to it - even if my name isn't written underneath it. - all in all i'd say that i can show nine out of ten projects if i wanted to. not a bad ratio. i really can't complain about that.
my private projects on the other hand are roughly on a 1:10 ratio, if at all... well, doesn't that just suck? i've literally stopped counting while going through my archive for how many indiegames i have contributed art for in the past couple of years that didn't even make it beyond a working prototype. there were just too may of them. that's pretty bad in itself. but what makes this even more painful to me is the fact that i produced quite a mass of art, designs and conceptual work over the years that i couldn't/can't show because more or less every team i've worked with was secretive about their project ("nobody shall see our awesome game, it will blablabla...") - for various reasons. mostly stupid ones. but i didn't do anything about it - i wanted to do great indiegames in my sparetime and if that was the price to pay: be it... so i adapted and hid my stuff from everyone else. i continued to do so even after it should have been clear to me that the game in question will never ever see the light of the day. i still had some hope that someday.. maybe.. the others will continue with the game and it will be finished, "hopefully, maybe, please?" - yes, i was that desperate. so to put some end to this pathetic relationship with the unfinished business of my past indieprojects i have decided to just release anything interesting i might find on my harddrive, starting today: say hello to cute-o-bot. this baby robot is my attempt of a cute characterdesign for a game i worked on for a brief moment somewhen in 2009. the team dissolved so fast that practically nothing else exists apart from this screenshot and its 3d data. too bad, really. i think this little fella would have had potential as the puzzlegame hero that he was supposed to become. cheers! gizmo firehorn
... just found an old touched up version of my original ghost riders in the sky sketch.
.. i think this 2009 version has a lot more dynamic and depth than the slightly simpler 2007 version.. Wednesday, June 15. 2011dilemma.....oh, and before i forget: procreate is awesome:) have a nice day! Saturday, June 11. 2011and now for something completely different.... the boogieman, how i imagine him. oh, and btw.: procreate on the ipad is an awesome timewaster.. just so you know Friday, June 3. 2011FoembJump for Android, Linux & Windows releasedBeRo just released his latest game to the Android Marketplace. It's a nice little Doodlejump / Papijump Clone featuring the Foembs - and best of it all: it's free! FoembJump for Android Devices (Android Marketplace) Foembjump for Linux & Windows (www.pouet.net) feel free to leave a comment / rating \o/ have fun! Thursday, February 10. 2011The Internetdas-Iro got ahold of The Internet! it is wireless and should last at least for another 3 month without a recharge. splendid! update: ..of course there is no switch to turn it off Tuesday, June 1. 2010yet another indiegame down the drain..
...it got canceled
nevertheless, here are some early material test-renderings... i build a dedicated pipeline to produce cg-rendered stones and minerals without too much hassle. in case someone is interested in lots of stoney-ish imagery: drop me a line - i can produce quite a wide variety by now... Friday, May 28. 2010dubai @ night through the eyes of a gizmoi shot these images during an experimental photo session with flo and sven in dubai last year. it was the first time that i had access to a proper digital camera with a tripod (thanks flo!!). we had tons of fun that evening. afterwards i promised to publish a little best-of here but somehow forgot about it and therefore never did (until today, obviously)... i went to the stroke 02 urban art fair (http://www.stroke02.com) and met sola (http://www.lightbombing.com/), a really nice fella.. his photos are perfect motions frozen in time and space. beautiful stuff - check his site if you don't believe me. anyway, long story short: i got reminded of the dubai session and here they are: the photos of dubai at night through the eyes of a gizmo Wednesday, April 28. 2010promovideo visuals
i just stumbled across these visuals i did a year ago for a promovideo of a (sadly discontinued) iphone audio app that yoda and i have been working on in 2008. hope you like em...
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