What I’ve been up to (June)

In an effort to try to get into blogging regularly, I’m following Joni van der Leeuw‘s example and try to write regular blogs about what I did the past weeks. I like writing but it’s one of those things that quickly drop to last place on the to-do list and therefore never gets done. I’m opting for monthly updates now as weekly seems a bit too much effort (and I don’t know how much I have to share anyway), but we’ll see!

Job hunting

MerMay has come to an end, and so have a lot of projects I worked on the last three months. Yes, my planner is almost completely empty: that means hustling for jobs again!

I applied for a few job offers, though, and last week was nothing else than drawing art tests. I suddenly found myself drawing only space suits and ships the whole day to meet the deadlines, oops!

Indigo

Indigo is the most important game industry network event of the Netherlands, always taking place on the last Friday of June. Just like last year it was held completely online. Met new people, some who might hold exciting opportunities! I have a few more meetings next week that spilled over, fingers crossed!

C#

And last but not least: I’ve been learning how to program in C#! Back in April I had a few meetings with a career coach (a free opportunity I thought wouldn’t hurt) and I did some tests to chart my interests and skills. Guess what? Even though I’m a creative person (duh haha) I’m also quite happy doing analytical stuff. In fact, I’m the opposite of the chaotic artist cliché, I’m actually a very organised person, starts work every day at the same time, never comes late to meetings, etc. And the fact that I’ve had a self-build website in my teens and installed this website myself too shows I have affinity with code the very least!

So my career coach strongly advised to look into programming. There is, after all, a high demand in developers. I came across a C# course I could participate in for free due government subsidy, so I took my chance! C# is after all the scripting language in Unity, probably the most popular game engine.

This is not a career switch, though! I do not want to give up all the time and energy that I’ve been putting into finding my way around illustration and game art. I just think that knowing my way around code will be a valuable asset. And it would be cool to develop my own little games, wouldn’t it?

Realistic Horse Coats with Procedural Textures?

During the INDIGO showcase yesterday, I got the chance to talk to the ladies of Studio Deloryan. They’re working on a horse management game called Horse Reality, featuring realistic genetics of the horses’ coat colours. The illustrations of the game are beautiful, but as they all need to be drawn by hand, it quickly becomes quite a workload.

Promotional art of the game Horse Reality, these images are also used in-game.

Think about it: all the featured horse breeds need to be illustrated in all the possible coat variations these horses can have. In addition, Deloryan told me that every breed also has separate illustrations for mares, stallions and foals, tripling the amount of images needed.

I’ve never been a big horse fan (I skipped that phase), so my horse drawing skills aren’t that developed. But even if I were able to illustrate horses of the quality of this game, I would definitely think, Isn’t there a way to automate the proces of creating artwork of all the coat variations?

As early as 2003, the Pokémon Spinda had procedurally generated spots on its sprite. Interestingly, the four dots would each have a square mapped out in which it would appear, designed so that Spinda usually would have a spot on each of it’s ears and two in it’s face (or one, if the two overlap). A very efficient way to create diverse but still similar variations, if you ask me!

You would need something more advanced for the generation of realistic textures, of course, but the tech isn’t new. The genetics of horse coats is pretty complex as this online tool nicely illustrates: some gene combinations result in almost indistinguishable variations, while other genes handle different kinds of spotted patterns (such as tobiano or overo).

This tool work with semitransparent images, as the patterns are always appear the same – but combined with technology like the randomization of spots on Spinda, it should be possible to create unlimited variations of tobiano markings, shouldn’t it?

As interested in technical art challenges as I am, I quickly looked if there exist any algoritms or scripts that could generate spot patterns of horse coats, but I found none. There is a Minecraft Mod that brings realistic horse genetics to Minecraft, but it uses only pre-made textures. If anyone knows of a tool that generates spot-like patterns, let me know! I’d love to explore the possibilities of this!

About that 3D game project …

I’ll keep you informed on the progress.” That was almost two months ago. Oops. ^^;

Of course I should have written something earlier, but all of my energy went into creating the concept art, illustrations and 3D models for this game, as well as applying for internships, my new job and on top of that the usual December festivities … I didn’t have much energy left for dA. But now I have one thing less to worry about: I secured an internship position at a small game studio, whoo!

Then our game!

Poster by Sarah Bergmann

It’s called Aurora Trail and it’s a puzzle adventure game for pc! It has just recently gotten a Steam page and we’ll release publicly January 8th! Early acces will be earlier, naturally, so if you want to play it earlier I can probably give you a Steam code around Christmas. ^^; We have a Facebook pageInstagram and Twitter, as well as a website, if you want to follow us (and see pictures of us in real life!)