Skipping Reaper?

This is keyed out, still needs some tweens and the final art work. Back to the frying pan.

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New Hero Preview

Art Bandit here. It’s been too long since I last posted. So what I’m going to be doing tonight is give you a preview of the NEW Reaper coming to the Bonus Shop.   The plan is that she is going to have a ghost dog with her helping her out. Feedback is welcomed. Well back to the frying pan. Addition: Here’s her Victory...

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Shopkeepers

Art Bandit here. I thought I’d share a little before and after image of our Shopkeepers. So the top row are my roughs. Complete with sketchy line work and some quick colour added. The bottom row is of course all the nice clean final art work. Coloured outlines take more time to do, but I think they look so much better. I also added a soft tone layer to match Grimm. If anyone is curious, I do all my drawing directly in Flash, from rough to final. The huge advantage of doing all of that in Flash is that it is of course vector, and we can re-use anything and any size. From left to right they are the Upgrade Merchant, Book Keeper, Potion Maker, Specialty Shop and IAP Shopkeeper. Back to the frying pan. Art...

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Evolution of Grimm

While Code Bandit is getting our Demo for Letter Quest ready, I thought that I would share the progression our hero Grimm has made. E:  Is what you’ll be seeing in the demo version. I felt he was lacking something. And with that in mind F was born. Once he’s completed and Code Bandit has him in game I’m sure you’ll all be very happy with him. A: This is the very first drawing I did of Grimm, more of a classic reaper, minus the jaw, I thought he looked less scary without it. B: Those following the blog will recognize him from a few short animation tests I did. I found this design too limiting and so explored other options. C: Was very short lived, this one was a bit too creepy. But I liked the idea of long lanky legs kinda like Jack Skeleton. I also was keeping with the jeans and hoodie look. D: After tweaking the scary Grimm I thought this Grimm had it all. Nice long limbs for some dramatic animation and strong silhouettes . The one big drawback with this design was that we wanted the enemies to feel more impressive beside him. So in the end he ended up just being too tall. E: After going back to the drawing board I wanted to make Grimm cute and appealing and yet still recognizable as a grim reaper.  Surprisingly this is reminiscent of the very first drawing of Grimm. The one thing I really liked about this look is his face being hidden. F: This look has it all. He’s cute, cuddly and ready to clean up some lost souls. I kept his face hidden and added a glow to the eyes. I also made his hood longer and hang down instead of up like in E, this also allowed me to work a skull back into his design. His outfit isn’t so simple either, now with a belt. This serves two purposes. One, it breaks up the all the blue in the body, and two, it serves as a nice place to hide where the upper and lower body meet. Back to the frying pan Art...

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Enemy Concepts

I was digging through some old files and found this. These are some of the very first sketches I did for Letter Quest.  The only thing that has really survived is the round ghost. Who knows, maybe these other guys will come back in another title. For anyone that is interested, I do all the art in Flash including the sketching, I just find it faster for me since I’ve been working with Flash daily for about 12 years, ever since the Macromedia days and Flash 4. Back to the frying pan Art...

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Grimm Animation Test

Art Bandit here. I thought for my first post I would share a little bit of what I’ve been up to. I’ve created a few simple test animations in Flash with a design I’ve been playing around with for the main character, Grimm, for our game Letter Quest. He’s a cute little guy isn’t he.  What I’m going for is a grim reaper character that won’t scare my kids. The plan is to use DragonBones to handle the animations, instead of using traditional sprite sheets. This will allow me to create a lot of animations using only a few pieces. After these few tests, I’m planning on adding more parts, separating the hands from the arms, separating the feet from the legs, things like that. Doing that should allow me to get more fluid looking animations while working within the constraints that DragonBones presents. More to come later. Back to the frying pan Art...

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