Allison Koberstein | Artist, Comic Creator and Life Designer shares it all.

Topic: animation!

Designing a Game Character at Vancouver Global Game Jam 2012

I attended the Vancouver Global Game Jam this past weekend as an artist! There were event sites all over the world (Japan, China, Australia, Brazil, you name it!) where teams scrambled to put a game together in 48 hours! From Friday through Sunday I got about 8 hours of sleep. Gnarly.

My team working!

The jam’s theme was revealed to be Ouroboros (a symbol of a snake/dragon eating its own tail). The game designers I paired up with had the concept of “Carl Jung running inside a snake which is eating itself and he has to try to dig his way out.” OKAY!

I helped further develop the concept to get more out of it art wise – it would be Jung when he was a kid (Young Jung! Hohohoho), and the traumatic dream would inspire various aspects of his future work. He would have to evade obstacles while moving through the snake which represent aspects of his life/psychological trauma. He would have to find a tooth from the snake in order to dig himself out, and if he did he could wake up from the dream. Artwise, the game would have a creepy-cute/trippy-dreamlike feel.

We also had ideas for philosophical/psychological puns for various items and power ups he would have. :) I thought of giving him more equipment to make him look like a fantasy oneironaut/ghostbuster/adventurer, but we decided that he wouldn’t have any items to start with.

Friday evening was mostly spent on character design and ironing out our concept. I looked at photos of Jung and what children wore in 1885. I wanted to keep him simple since we would have to be animated/reproduced in various ways all within 48 hours. Here’s Young Jung:

Early Saturday was mostly spent on animation with some title screen design near the end. I prepped him for animation in Flash and made a run cycle while Carmen (the other artist on our team!) made jump and dig animations.

(The first sprite sheet I’ve ever made!)

Here he is running in the game world.  So cool! (Background painting by Carmen.)

Getting to work with Carmen was one of my favourite things about the jam! Our talents meshed well (I’m good with character design, lineart, and graphic design, while she’s good with painting, backgrounds, colour & lighting). We both gave eachother feedback during the whole process  and got to collaborate closely on the title screen for the game.

I came up with a number of composition sketches for the screen, and we both narrowed it down to this one as our favourite:

I drew Young Jung before handing it off for Carmen to start painting over it while I worked on the type.

Carmen in the progress of painting: I gave her feedback in terms of where the lighting should place focus in the painting and she improved my composition by having the snake’s body wrap around so it wouldn’t look like a disembodied head. Choice collaboration right there!

Type:

After merging her painting with my title/nav elements, I did final overall colour adjustments and darkened the edges to lift out the foreground elements. Here’s the final:

Unfortunately, while our programmers DID to their credit manage to get the circular game world, animation, player controls, destructable terrain and win/lose conditions going, there wasn’t enough time to implement menus, obstacles or powerups. We did do the art assets for them though. (Admittedly, the furniture are loose tracings of google images due to time constraints, shhh don’t tell anybody!)  I imagined that there would be piles and piles of these things that Carl would have to scramble over, all while running from the ever-advancing snake head of death and trying to find an empty spot of ground to dig through!

Last minute group photo (with two of our team members missing, arg!) Yeah, we’re all sleep deprived here.

Overall it was a great experience – getting to see my art implemented into a game, working with Carmen, meeting people from local game studios, and getting to introduce myself as an artist to so many people! Not to mention an awesome t-shirt. I’m glad I pushed myself to get out of my comfort zone. I want to keep going to more event like this! I felt really good to blast through an entire project in a concentrated period of time, alongside others!

SIAT Spring Showcase

Come see my work and vote for it at the SIAT Spring Showcase!

Location: SFU Surrey – it’s by Central City Mall (Surrey, British Columbia, Canada)

Date & Time: Saturday, January 28th, 2012, 12:00-5:00pm

Facebook Event

I’ve got two projects in the show: my infinite-canvas multilinear comic FLOCK, and an animated short that I made with my team called AWAKENING (I did the human characters).

I won’t be able to attend myself (arg!) because I’ll be at the Vancouver Global Game Jam that weekend, illustrating up a storm, and I can’t be two places at once unfortunately (but if I could be in two places at once, this is where I’d be). Still, go take a look at the quality media/design/interactive projects from my classmates and say hello to my lovely assistant who will be monitoring my comic project!

( And vote for me! ;D )

Animated Short Film Graphics and Illustrations

Some of the graphics I made for my team’s animated short! Most teams didn’t even bother with making interesting titles or credits, but I thought it would really add to the overall package in terms of professionalism and graphics are more my thing anyway so I volunteered!

The main character hermit crab’s name was Kerp. The title logo and our team logo were placed over a montage of the scenery. The movie is basically about Kerp giving away a whole bunch of items that he has collected on his shell, and getting the girl once his true self isn’t all covered up. Apparently, ladies dig minimalists. Bling is not the answer!

I made our team logo a parody of the MGM lion. ;) An epic whale sound plays when this goes up. I kept the style fairly minimal since these graphics were just a nice extra.

For the credits, I created three illustrations of some of the characters in the film showing ‘what happens after’, inspired by Disney/Pixar/Dreamworks credits. They were a big hit!

(Heeheehee, my sea slug!) During the film, Kerp gave these items to these characters. I originally thought of drawing the turtle trying to play chess with the sea slug, but they wouldn’t have had enough pieces so it didn’t really make sense.

For the drawings, I tried to show a bit of character development in them rather than just drawing the characters standing plainly. The ones with the crabs are probably the most successful in that.