Play Armydillos!


ArmyDillos! is the happy success of our one weekend game jam! Have fun bashing these armor all critters into each other and crash your opponent off the battlefield to achieve victory!

► Play ArmyDillos! on Kongragate!

My favorite part of the weekend? Learning about armadillos. The video, True Facts about the Armadillo, was a superb way to learn about these little armored critters, have ourselves a good laugh, and gain a few hints of inspiration.

Team Jupiter Pixies
 consisted of Adam Ormsby, Elise Motzny, Jacob Mooney, David Sim Wei Lun, Steven Crump, and Morgan O’Brien.

« created with Unity »

Edit: entered on #1GAM!


A work in progress post on a windmill mini golf scene. Created for fun and as an example to assist Adam Ormsby’s tutorial about using animations and colliders in Unity3D.

The biggest issue I had was exporting animations as an FBX in Maya. Mind you, the animation isn’t complex, but a simple export of an FBX from Maya can prove disheartening. The problem was that once I exported it, the animations wouldn’t follow. The only way I figured out how to solve the problem was to set Maya’s export settings to default every time I exported–that seemed to work–but I have no way of actually knowing which setting/issues in the scene were causing the problem. So, I phoned my Continue reading

WIP Someone’s Desk


This project has been my favorite. I have big plans for it. Or rather… a big tree and town planned for it that isn’t pictured in the reference.

Here’s a few progress shots. I take them as a finish out the goals for the project that day. It helps me see where I’ve been and where I’m headed. They also help me make a list of improvement ideas.

Just a quick walk through of the workflow for the images below: I start with an idea/reference, then block out the major forms paying little to no attention to minor details, then add some basic materials and basic lighting, improve the lighting and then uv/model more detailed. Just started texturing today. I’ll be adding basic texture to get a feel for the scene, and then go back and add more detail to the textures/materials.