Wednesday, September 23, 2009

Monster in the closet.

So i have been kicking around this idea of a horror mechanism, a monster in the "closet" type of scenario. When we were kids, we some times would be scared of a dark area hallway or closet; but we for the most part would get over it and go to sleep. What if there was a monster in that closet? What if the only thing keeping you from being attacked by that grotesque looking thing was a 2.5 inch wood door with a knob?



I guess what I'm saying is, whats more scary in this instance, knowing that something IS there, or knowing that something MIGHT be there? Now, many games play off of the idea that a monster could pop out of the dark and get you, what if it played off the knowledge that something is there instead. For example, you trap a monster into a room and barricaded it in, now unlike many games this monster would "be there" for the remainder of the game.... locked in a room... What if every time you passed by, it was there starring at you, what if every time you walked by it was screaming and pounding on its enclosure, what if the next time you walk by the room the door to that room was wide open?



This also could lead to plot lines where someone accidentally opens the door, or even purposely opens the door to this room or a container of sorts. Heck, it could even lead to preventative strategies so that you have to monitor the room so someone wont/cant do this. Even having a small instance when two people walk by this room could have more tension then the original contact with the monster. I think that sound could also play a huge role in this, seeing as when you put the thing in its cage it would make one hell of a racket and be very angry from then on. Being able to turn off those sounds for certain times could make for some interesting moments when you are walking down a hall and just feel uneasy because something is "off".

Anyhow, just a though i had running through the head.

Tuesday, September 22, 2009

Tub

Man, im still not impressed with this stuff....



Sunday, September 6, 2009

More and more

So this one was a test of the grid settings.... still have no clue what it does...

This one is a high res water, with different Viscostiy settings. This one is less than "water"

This one is their "water"

Saturday, September 5, 2009

Audio

So audio in the game that i am brewing plays a huge role. Often i will talk about ideas i have about controlling audio and interesting sounds that i have heard.

Interesting sounds
1. Machines that are air driven, or compressors of some sort. I encountered a open fridge at the grocery store that was holding the mushrooms, peppers etc.. The fridge began to click on/off or the compressor was turning on or off. Anyhow, it sounded like the machine, was breathing. Personally my mind starts to picture this fridge as some kind of evil thing with eyes and teeth and little arms and legs. I had to laugh when i thought this.. its a fridge after all.

2. The same noise, coming from 4+ locations and all of them are delayed only so slightly. (5 firemen walk into the grocery store and all walk by me. It was their walky talky's going off) This was an odd effect, as i could "tell" where they all were, but then the sounds of them coming from different angles and distances made me feel a bit uneasy. On top... of the fact that it was a monotone woman listing off code names so none of it made sense anyhow.

It was sure an interesting feeling with both of these. Anyhow, wanted to note this and to share it.
~JeFX

Fountain 09 05 09

This one looks a alot better, tweaked a couple settings. The viscosity still feels a little high though.

Friday, September 4, 2009

Water!

So this is my first test.... testing more as i even post this.

Surreal

Today marks the last day of the best job i have ever had. Surreal games was nothing but good times and great people, thank you for having me!

I look forward to working with you soon!
~JeFX

Thursday, September 3, 2009

Games and Imagination

So i ran across this interesting post the other day about games and our imagination.

I really love the thought process of saying exactly why old games are still so near and dear to us, while games like gears of war leave people like myself so empty afterwards. The game that i am currently designing would have to play off this quite a lot. The creatures that we create in our heads are sooooo much more powerful and less cheesy then any that we can create. This makes me think of creatures that we can see, but not clrearly define. Sort of like when you try and remember something that scared you, or startled you. Sometimes you cannot remember every single detail about an event, but deel deep down that doesnt matter, because you were excited in some way.

SpecialDefx's first post

So this is my first post here, as I have been reluctant to "blog" for ages now because of silly reasons. I guess i intend on this being a more introspective "blog" on my daily thoughts on the game design that i am working on and my struggle to become a better FX artist.

During this time, im sure this area will be both of personal crafts, special effects, game design, and possibly a spice of personal reflections. Anyhow, on to what is going on.

Currently: Testing liquid simulation in blender, made one animation and now am going to try a running fountain.