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	<title>Sam Howell - Designer, Art Director</title>
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	<link>http://samhowell.net</link>
	<description>Helping people make games.</description>
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		<title>Budo Buki</title>
		<link>http://samhowell.net/?p=311</link>
		<comments>http://samhowell.net/?p=311#comments</comments>
		<pubDate>Wed, 23 Mar 2011 17:54:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art Direction]]></category>
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		<description><![CDATA[Budo Buki is the child of a martial arts instructor in Massachusetts who saw a lack in training equipment that was well made and durable while still being safe to train with. He wanted an online presence to sell his work as well as a blog to help maintain that presence since his actual product [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://budobuki.com">Budo Buki</a> is the child of a martial arts instructor in Massachusetts who saw a lack in training equipment that was well made and durable while still being safe to train with. He wanted an online presence to sell his work as well as a blog to help maintain that presence since his actual product won&#8217;t be evolving much by itself.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki-kamon.png"><img class="alignright size-full wp-image-319" title="budobuki-kamon" src="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki-kamon.png" alt="" width="100" height="100" /></a>For design he needed everything from the logo through the emails the store would send customers. He was really hoping to stay away from the usual over the top wackiness (or tackiness?) of the typical martial arts site. Understated, airy, and simple were his keywords.</p>
<p>Starting with the logo I incorporated the idea of the <em>kamon</em>, a Japanese family crest. Banners emblazoned with these symbols were carried by samurai into battle. Since he had already provided kanji for his company name it was just a matter of finding an equally attractive brush script to finish the logo.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki_thumb1.jpg"><img class="alignleft size-full wp-image-318" title="budobuki_thumb1" src="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki_thumb1.jpg" alt="Product Selection" width="345" height="200" /></a>Following that was design for the feel of the site. Taking the samurai idea along with his airy keyword leads easily to the blue sky header against which are silhouetted the tools of war. For the rest, simple ruled. Few strong gradients, no harsh colors, and clear action points.</p>
<p>Not wanting to reinvent a wheel I&#8217;d never seen or blow the sensei&#8217;s  budget I went with Zen Cart as the base for the shopping cart and  WordPress for the blogging software, intending to integrate the blog  into the front page of the store.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki-code.png"><img class="alignright size-full wp-image-325" title="budobuki-code" src="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki-code.png" alt="" width="150" height="150" /></a>Styling Zen Cart to match my design has proven to be an adventure in PHP that did not like to be modified in the ways I desired. As is always the case with these &#8216;highly customizable&#8217; software packages, the authors have specific ideas about what their customers might want to do. Zen Cart is a powerful, flexible platform &#8211; if are practiced at reading other peoples&#8217; code.</p>
<p>In the process of building budobuki.com I&#8217;ve learned a great deal about PHP, buffed up my HTML and CSS, and started learning SQL. There&#8217;s still work to be done but the site on target to go live at the end of March.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki_thumb3.png"><img class="aligncenter size-full wp-image-316" title="budobuki_thumb3" src="http://samhowell.net/wordpress/wp-content/uploads/2011/03/budobuki_thumb3.png" alt="Padded Swords" width="490" height="120" /></a></p>
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		<title>Iscream Flash Game</title>
		<link>http://samhowell.net/?p=296</link>
		<comments>http://samhowell.net/?p=296#comments</comments>
		<pubDate>Wed, 23 Mar 2011 15:22:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art Direction]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Personal Work]]></category>
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		<guid isPermaLink="false">http://samhowell.net/?p=296</guid>
		<description><![CDATA[Our children are turning into zombies!!! Who could be behind it!? Iscream is a casual Flash game I&#8217;m currently working on. I&#8217;m part of a 2-man team with an amazing programmer who I&#8217;ve worked with many times before. I&#8217;m the sole artist and primary game designer (game design is never a solo task, you know) [...]]]></description>
			<content:encoded><![CDATA[<p>Our children are turning into zombies!!! Who could be behind it!?</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2011/03/iscream_thumb1.jpg"><img class="alignright size-full wp-image-303" title="iscream_thumb1" src="http://samhowell.net/wordpress/wp-content/uploads/2011/03/iscream_thumb1.jpg" alt="House" width="150" height="150" /></a>Iscream is a casual Flash game I&#8217;m currently working on. I&#8217;m part of a 2-man team with an amazing programmer who I&#8217;ve worked with many times before. I&#8217;m the sole artist and primary game designer (game design is never a solo task, you know) and he&#8217;s writing the actionscript code. We went with Flash and Actionscript/Flex because we both know it well and Adobe is still pushing Flash&#8217;s ability to publish to not only the web but Android and iOs as well.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2011/03/iscream_thumb2.jpg"><img class="alignleft size-full wp-image-304" title="iscream_thumb2" src="http://samhowell.net/wordpress/wp-content/uploads/2011/03/iscream_thumb2.jpg" alt="Street" width="150" height="150" /></a>We are starting prototype testing soon. This is where we will refine the basic gameplay mechanics that we will build the full game around. From there evolve the designs for reward structures, difficulty progression, and so on.</p>
<p>We&#8217;re planning to release to the web by summer followed by the major mobile platforms. I&#8217;m excited to learn just how well the multi-platform publishing tools Adobe advertises actually work.</p>
<p>&nbsp;</p>
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		<title>Blue Axion Concept Art</title>
		<link>http://samhowell.net/?p=244</link>
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		<pubDate>Sun, 21 Nov 2010 22:29:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://samhowell.net/?p=244</guid>
		<description><![CDATA[The project at Blue Axion was an anime styled man vs alien game intended to show off some of the non-photoreal rendering technogy developed by the tech lead and founder, Morgan McGuire. On this project I was the concept artist, providing environment and character concepts and reference material for the modeler. Once some early concepts [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-246 alignright" title="Early Sketch" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-scene-sketch1.jpg" alt="Early Sketch" width="320" height="240" />The project at Blue Axion was an anime styled man vs alien game intended  to show off some of the non-photoreal rendering technogy developed by  the tech lead and founder, Morgan McGuire. On this project I was the concept artist, providing environment and character concepts and reference material for the modeler.</p>
<p>Once some early concepts of the main character and main enemy had been established the next task was to make a game scene concept. Morgan had very specific ideas of how he wanted the game to feel (&#8220;thinking in screenshots&#8221; he called it) so the first thing to do was set up the scene we wanted. I started out with some free sketching while we hashed out a description over email.</p>
<p><img class="alignleft size-full wp-image-247" title="Urban Sketch" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-scene-sketch2.jpg" alt="Urban Sketch" width="320" height="240" />The final idea was the main character looking out over an urban scene, recently attacked and still burning and clear evidence of both alien foes and active resistance. The scene should be representative of the final art style, anime, cel rendered characters and a stylized but painted background that both works with the cel shading of the characters and contrasts against it. <img class="alignright size-full wp-image-248" title="Color Test" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-scene-sketch3.jpg" alt="Color Test" width="320" height="240" />At this point the rendering tech demo was well under way so we had a strong idea of the character rendering. The environment was a little more open. Once one of my initial scenes was settled on as a launching point I worked on color tests while the rest of the team collected feedback. I also engaged with our resident filmographer to help establish the basic idea in a more cinematically dramatic way.</p>
<p>Below is the final result.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-scene-pg4.jpg"><img class="aligncenter size-full wp-image-245" title="Final Scene" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-scene-pg4.jpg" alt="Final Scene" width="900" height="485" /></a></p>
<p>For more images from the scene concept check out my <a href="http://picasaweb.google.com/themightyradish/BlueAxionGallery#5542124936326891074" target="_blank">screenshot album on Picasa</a>.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="288" height="192" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="host=picasaweb.google.com&amp;hl=en_US&amp;feat=flashalbum&amp;RGB=0x000000&amp;feed=http%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2Fthemightyradish%2Falbumid%2F5542108721149744209%3Falt%3Drss%26kind%3Dphoto%26hl%3Den_US" /><param name="src" value="http://picasaweb.google.com/s/c/bin/slideshow.swf" /><embed type="application/x-shockwave-flash" width="288" height="192" src="http://picasaweb.google.com/s/c/bin/slideshow.swf" flashvars="host=picasaweb.google.com&amp;hl=en_US&amp;feat=flashalbum&amp;RGB=0x000000&amp;feed=http%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2Fthemightyradish%2Falbumid%2F5542108721149744209%3Falt%3Drss%26kind%3Dphoto%26hl%3Den_US"></embed></object></p>
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		<title>Blue Axion Alien Concept</title>
		<link>http://samhowell.net/?p=223</link>
		<comments>http://samhowell.net/?p=223#comments</comments>
		<pubDate>Sun, 21 Nov 2010 21:00:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Production Work]]></category>
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		<description><![CDATA[The project at Blue Axion was an anime styled man vs alien game intended to show off some of the non-photoreal rendering technology developed by the tech lead and founder, Morgan McGuire. After a heavy round of team brainstorming, the idea emerged that the enemy alien race would be squid-like, using powered armor to navigate [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-alien-sketch1.jpg"><img class="alignright size-full wp-image-229" title="ba-alien-sketch1" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-alien-sketch1.jpg" alt="" width="400" height="254" /></a>The project at Blue Axion was an anime styled man vs alien game intended to show off some of the non-photoreal rendering technology developed by the tech lead and founder, Morgan McGuire.</p>
<p>After a heavy round of team brainstorming, the idea emerged that the enemy alien race would be squid-like, using powered armor to navigate the player&#8217;s home world and sensing their environment using their natural organs. Two other considerations needed to be kept in mind. First there should be a clear and consistent feel that carried across several variants of the alien/machine. Second was the general precepts of non photo realistic rendering and simple color schemes.</p>
<p>Once a basic idea was settled on, I had to design four variants and make model sheets for them.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-alien-strip.jpg"><img class="alignright size-full wp-image-231" title="Alien Comp" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ba-alien-strip.jpg" alt="Alien Comp" width="900" height="250" /></a></p>
<p>For more images from the alien concept, including the model sheets, check out my <a title="Blue Axion Gallery" href="http://picasaweb.google.com/themightyradish/BlueAxionGallery#5542108868744677906" target="_blank">screenshot album on Picasa</a>.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="288" height="192" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="host=picasaweb.google.com&amp;hl=en_US&amp;feat=flashalbum&amp;RGB=0x000000&amp;feed=http%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2Fthemightyradish%2Falbumid%2F5542108721149744209%3Falt%3Drss%26kind%3Dphoto%26hl%3Den_US" /><param name="src" value="http://picasaweb.google.com/s/c/bin/slideshow.swf" /><embed type="application/x-shockwave-flash" width="288" height="192" src="http://picasaweb.google.com/s/c/bin/slideshow.swf" flashvars="host=picasaweb.google.com&amp;hl=en_US&amp;feat=flashalbum&amp;RGB=0x000000&amp;feed=http%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2Fthemightyradish%2Falbumid%2F5542108721149744209%3Falt%3Drss%26kind%3Dphoto%26hl%3Den_US"></embed></object></p>
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		<title>Faerie Tale</title>
		<link>http://samhowell.net/?p=198</link>
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		<pubDate>Tue, 09 Nov 2010 17:59:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[Faerie Tale was the more 3D heavy projects I had at CIDC. Unlike Space Ace which had a mix of hand drawn and rendered animation everything in Faerie Tale but the text was 3D. It started out pretty innocent, a giggly pixies and garden gnomes sort of tale, but as the project progressed I was [...]]]></description>
			<content:encoded><![CDATA[<p>Faerie Tale was the more 3D heavy projects I had at CIDC. Unlike Space Ace which had a mix of hand drawn and rendered animation everything in Faerie Tale but the text was 3D. It started out pretty innocent, a giggly pixies and garden gnomes sort of tale, but as the project progressed I was encouraged to make it a little more adult.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ft-kids.gif"><img class="size-full wp-image-216 alignleft" title="ft-kids" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ft-kids.gif" alt="" width="120" height="120" /></a>Since Faerie Tale was going to have lots of characters but was still locked down to the same aggressive schedule other game releases were under I had to improvise. So rather than blowing the whole time budget on modeling and rigging half a dozen characters, I fired up Poser. Now now, hold on. I know how most artists feel about Poser, Bryce, and similar tools. But when the schedule is as tight as this one, it&#8217;s not only okay, it&#8217;s absolutely necessary to build on prefabricated material. This is something I had a very hard time as an art director convincing my staff of. That&#8217;s an interesting parallel between code and art developers. They all <em>really </em>want to build it themselves.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ft-girl.gif"><img class="alignright size-full wp-image-217" title="ft-girl" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ft-girl.gif" alt="" width="120" height="120" /></a>I didn&#8217;t actually animate the characters in Poser. Rather, I exported the models and made simple rigs in Max and animated them there. All of Max&#8217; processing tools are faster for one thing. The viewports update faster, the renderer is faster. Tweaking the rigs is significantly easier and at the time, Poser rigs still caused some significant mesh folding around the joints.</p>
<div id="attachment_199" class="wp-caption alignleft" style="width: 310px"><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ft-bonus-lg.jpg"><img class="size-medium wp-image-199" title="Bonus Game" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/ft-bonus-lg-300x208.jpg" alt="Bonus Game" width="300" height="208" /></a><p class="wp-caption-text">Bonus Game</p></div>
<p>When building the bonus round we decided to try something a little more complex than a simple pick 1 of X game. Since I&#8217;d rendered a hobbit door in my early exploration we decided to try a Monty Hall game. Here&#8217;s how that works. The player is presented with three doors and is allowed to choose one. Only one of the doors hides a prize (since we were dealing with a bonus all the doors had to have rewards so we actually had one good prize and two lesser prizes). The host then opens one of the other two doors revealing that it doesn&#8217;t have a prize. The host then asks the player if he wants to keep his current choice or change to the other, still closed, door.</p>
<p>The Monty Haul game is an interesting intersection of probability and psychology. What most players don&#8217;t know is that they should <em>always </em>change doors. Because the host revealed a dead door the prize is twice as likely to be behind the third door as it is to be behind the door the player initially chose. The typical faulty understanding of probability suggests that the chances are even between the two still closed doors. And, given no clear advantage to changing, people are much more likely to stick with their original choice than to risk changing their mind.</p>
<p>In the end, partly because of the need to reward the player no matter what they chose, the translation team had a hard time understanding what was going on. Did they win the n-prize? Why did the host open that other door when i picked this one? So the Faerie Tale bonus round ended up just another pick one of three.</p>
<p>For more images from Faerie Tale check out my <a title="Picasa Screenshots" href="http://picasaweb.google.com/themightyradish/ScreenshotGallery?feat=directlink">screenshot gallery on Picasa</a>.</p>
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		<title>Space Ace</title>
		<link>http://samhowell.net/?p=188</link>
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		<pubDate>Tue, 09 Nov 2010 16:42:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[After crunching for months to knock out some simple slot machines I helped convince management at GrandVirtual that we could make a fully translated slot machine on a reasonable schedule. That became the video machine Space Ace, the first of many such games. This was also the game on which we really started to develop [...]]]></description>
			<content:encoded><![CDATA[<p>After crunching for months to knock out some simple slot machines I helped convince management at GrandVirtual that we could make a fully translated slot machine on a reasonable schedule. That became the video machine Space Ace, the first of many such games.</p>
<p>This was also the game on which we really started to develop the custom layout script that would be used for years after. It enabled me to do some interesting asynchronous animation on the Gleeble character in the gamble round (another first for GrandVirtual).</p>
<p>Another first was a real sound experience beyond a few public domain bleeps and bloops. Enter <a title="Michael Damon" href="http://www.virtualproductions.net/" target="_blank">Michael Damon</a> who would be our sound guy for another 6 years.</p>

<a href='http://samhowell.net/?attachment_id=189' title='Gamble Game'><img width="200" height="139" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/sa-gamble-lg-200x139.jpg" class="attachment-thumbnail" alt="Gamble Game" title="Gamble Game" /></a>
<a href='http://samhowell.net/?attachment_id=190' title='Main Screen'><img width="200" height="139" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/sa-main-lg-200x139.jpg" class="attachment-thumbnail" alt="Main Screen" title="Main Screen" /></a>
<a href='http://samhowell.net/?attachment_id=191' title='Paytable'><img width="200" height="139" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/sa-paytable-lg-200x139.jpg" class="attachment-thumbnail" alt="Paytable" title="Paytable" /></a>

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		<title>Serpent and Spear</title>
		<link>http://samhowell.net/?p=182</link>
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		<pubDate>Mon, 08 Nov 2010 21:04:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[This was a weekend project to shake me loose of a bit of artists block caused by writing too much code at work! I set several rules for this project&#8230; Must be completed over the weekend, no fussing on it for ages. No texture tricks, painting only. Stick to familiar themes to make sure I [...]]]></description>
			<content:encoded><![CDATA[<p>This was a weekend project to shake me loose of a bit of artists block caused by writing too much code at work!</p>
<p>I set several rules for this project&#8230;</p>
<ul>
<li> Must be completed over the weekend, no fussing on it for ages.</li>
<li>No texture tricks, painting only.</li>
<li>Stick to familiar themes to make sure I don&#8217;t get analysis paralysis thinking about what to paint!</li>
</ul>
<p style="text-align: center;">
<div id="attachment_183" class="wp-caption aligncenter" style="width: 310px"><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/serpent-spear.jpg"><img class="size-medium wp-image-183 " title="Serpent and Spear" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/serpent-spear-300x225.jpg" alt="Serpent and Spear" width="300" height="225" /></a><p class="wp-caption-text">Click for Full</p></div>
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		<title>Everest Poker</title>
		<link>http://samhowell.net/?p=168</link>
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		<pubDate>Mon, 08 Nov 2010 20:02:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[As the poker fad was growing CIDC (then GrandVirtual) decided to branch out of the casino business and get into this new thing. Considering the art department at the time consisted of &#8230; me, I had  a lot of work to do; logo, lobby interface, table interface, 10 table backgrounds, and 16 avatars. In 10 [...]]]></description>
			<content:encoded><![CDATA[<p>As the poker fad was growing CIDC (then GrandVirtual) decided to branch out of the casino business and get into this new thing. Considering the art department at the time consisted of &#8230; me, I had  a lot of work to do; logo, lobby interface, table interface, 10 table backgrounds, and 16 avatars. In 10 languages.</p>
<p>Then, a couple years later, I got to do it again, updating the look and feel to reflect new features, a new target audience, and a new branding.</p>

<a href='http://samhowell.net/?attachment_id=169' title='2004 lobby'><img width="200" height="141" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/poker-v1-lobby-200x141.jpg" class="attachment-thumbnail" alt="2004 lobby" title="2004 lobby" /></a>
<a href='http://samhowell.net/?attachment_id=170' title='2004 table'><img width="200" height="142" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/poker-v1-table-200x142.jpg" class="attachment-thumbnail" alt="2004 table" title="2004 table" /></a>
<a href='http://samhowell.net/?attachment_id=171' title='2006 lobby'><img width="200" height="140" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/poker-v2-lobby-200x140.jpg" class="attachment-thumbnail" alt="2006 lobby" title="2006 lobby" /></a>
<a href='http://samhowell.net/?attachment_id=172' title='2006 table'><img width="191" height="150" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/poker-v2-table-191x150.jpg" class="attachment-thumbnail" alt="2006 table" title="2006 table" /></a>

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		<title>Classic Slots</title>
		<link>http://samhowell.net/?p=123</link>
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		<pubDate>Mon, 08 Nov 2010 04:10:44 +0000</pubDate>
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		<description><![CDATA[During my first months at CIDC I created thematic skins for 20 slot machines.These each included 10 icons, 3 background images, and an animated logo.]]></description>
			<content:encoded><![CDATA[<p>When I first started at CIDC (then called GrandVirtual) the game library was somewhat &#8230; lacking. So my first task as the entire art department was to quickly ramp up their collection of slot machines. In a few months I tripled the size of the library by adding almost twenty new slot machines.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/mammoth-crop.jpg"><img class="size-full wp-image-210 alignleft" title="Mammoth Hunters" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/mammoth-crop.jpg" alt="Mammoth Hunters" width="400" height="300" /></a>In Mammoth Hunters I used an interesting painting technique that I&#8217;ve since heard other artists talk about. In order to make the central mammoth figure I first created a body from basic forms in 3D Studio Max. Leg sections were capsules, body parts spheres, and the tusks were quick lofts. I posed the shape-body and set up lighting in Max then rendered that out. In Photoshop I took that render and used it as a lighting and pose reference model to paint hair and features over. The technique is fast and effective and certainly easier than finding a mammoth to use as a model.</p>
<p>While rendering I got into an interesting argument with the product owner over the myth that elephants have four knees. They don&#8217;t.  Looking at a skeletal history it seems like the &#8220;wrist&#8221; joint has, over the eons, lengthened and thickened to the point where it looks kind of like a knee. And if you really <em>look</em> at an elephant you can still see the elbow. Such strange discussions we have over art.</p>
<p><a href="http://samhowell.net/wordpress/wp-content/uploads/2010/11/butterfly-crop.jpg"><img class="alignright size-medium wp-image-211" title="Butterfly Girl" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/butterfly-crop-224x300.jpg" alt="Butterfly Girl" width="224" height="300" /></a>The Butterfly Wings concept lent itself to working in a painterly style. I was aiming for a style that was somewhat impressionist but not so much that a slot player would be turned off. Impressionist painting is not exactly my forte but I knew that Photoshop filters by themselves wouldn&#8217;t cut it. And remember, 2 days is what I had to work with.</p>
<p>So I focused on two elements. First was to call out the <em>idea </em>of the impressionist paintings with the subject of the girl in the sun dress. The light, sunny-day and flowers feeling of some of the more popular examples of impressionist painting are in the breeze, the hat and the lighting. Then it came down to technical details. I rendered the girl in Max and then took her into Photoshop. I layered filter over filter until I achieved the effect I wanted, keeping every layer as I went. This is something I&#8217;ve tried to impress on every artist I&#8217;ve worked with. Keep your history!</p>
<p>Check out more of the slots at my <a href="http://picasaweb.google.com/themightyradish/ClassicSlotsGallery?feat=directlink">Picasa screenshot gallery</a>.</p>
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		<title>Eureka</title>
		<link>http://samhowell.net/?p=52</link>
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		<pubDate>Sun, 07 Nov 2010 00:10:34 +0000</pubDate>
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		<description><![CDATA[Eureka]]></description>
			<content:encoded><![CDATA[<p>Eureka was a lot of fun to make. The slightly more complicated animation with the button triggering the scientist then the monster and gears and finally the placement of all the gears and pistons was a good challenge.</p>

<a href='http://samhowell.net/?attachment_id=164' title='Eureka'><img width="200" height="139" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/eu-main-lg-200x139.jpg" class="attachment-thumbnail" alt="Eureka" title="Eureka" /></a>
<a href='http://samhowell.net/?attachment_id=165' title='Paytable'><img width="200" height="139" src="http://samhowell.net/wordpress/wp-content/uploads/2010/11/eu-paytable-lg-200x139.jpg" class="attachment-thumbnail" alt="Paytable" title="Paytable" /></a>

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