14 July 2009
Back to Comicking
It's slow going because
A)I'm out of practice and
B)I want it to look better than the previous ones
C)Skiffy keeps deciding that my lap is the best place to be when I'm trying to draw. (At least he keeps my feet warm)
On the plus side I've already penciled the next 4 pages so the hard work is mostly out of the way. Still there's another 30 or so pages to do after that so I'm not going to get ahead of myself with the counting and chickens and all.
Also actually writing the Scripts for the game today - at home because it's the only quiet place to do it :(
12 June 2009
Blade Kitten rumblings
As a little sneak peek I thought I'd post a link to the teaser which was shown at Gen Con Brisbane last year. Expect to see gameplay trailers and behind the scenes fun in the coming weeks/months.
07 June 2009
Tales of E3 presently passed
This year was the return of the "old" E3. The past two years have had depressingly small shows designed to focus on the games and cut costs. Really it was an attempt by some of the larger companies to try and take better control of the media by focusing on their own events. An understandable proposition but ultimately the wrong path. The way I see it games NEED a big show like E3 still - partly it's for the developers and publishers to get to show off their work to the outside world. It's much like a gallery showing or even something like the Academy awards - these things are events that showcase products in different ways. Sure we've got a few public shows like PAX and Blizzcon but E3 was always the crowning "night of nights" as it were.
So how did this year's version fare? Actually I thought it was pretty sweet. Yes it did have some faults but generally I had a great time at it.
What was good?
- Size - not too big, not too small. Plenty of room to walk around and enough to see. I was pleased that by Thursday's I had felt that I had seen everything I had wanted to see and them some. Usually there's always the feeling of "I missed a lot of stuff"
- Body count - Just the right amount of people. You could move around easily and play most games without a huge wait. Of course there were lines for games like Halo: ODST (I don't get why - It's Halo with a new hat. If you liked Halo 1-3 chances are you going to like this right?). I think the higher admission requirements helped a lot.
- Sitting space - as flow on from the above there were actually plenty of places to sit and take a break with some food or drink which just made the whole thing that much more enjoyable
And the Bad?
- Not enough pods/games - It felt like there wasn't enough games on show. There were plenty of stretches of open carpet and booths didn't seem to have a lot of pods or variety of games on show. That said this was a really minor complaint.
- TV crew and junior staff - These are two wildly different things but I'm lumping them together because of my solution. With all the online blogs and sites there was an abundance of people walking around with cameras blocking the the thoroughfares. The other group spend the show running around hunting down freebie crap to hoard or sell on ebay and filling up the lines. It's understandable for the first few shows when it's all cool and fun to see this stuff. Really to solve the above issues E3 needs to be longer and have public days like TGS. Have two days for business and two days for the general public. That way people can go do work there then every gets a chance to see the games. (sorry if you are one of those folks mentioned above but in a few years you'll understand what I mean - I did the same crap at my first few shows)
Sega was kind enough to post some info about the show and included a link to an interview with the model which is kind of cool to get her take on the whole thing. http://blogs.sega.com/usa/2009/06/05/bayonetta-e3/
15 January 2009
Where do Blade Kittens come from part 1
Sure some properties like TY let you do wild stuff like giant marsupial robots but even then there’s stuff that I just wouldn’t put into that series because it would be… well wrong.
Since the mid 90s I came up with a good half dozen sci fi concepts that really seamed to fit into a similar universe so I started reusing elements and back histories when I would start new ideas. Eventually I found that they all ended up linking together in a grand tapestry of a sci fi universe and thus the Blade Kitten universe was born. This was around 2001 (before the first TY game was even had a publisher) and I’ve been working on it in my spare time ever since.
BK is my universe of cool ideas and designs all strung together. It’s a cool playground that can be as dark or as funny or as dramatic as I need it to be – sometimes even all at the same time.
Next time I’ll go into the design of Kit.
08 January 2009
New year and a new home
Previously I've kept a Live journal mostly to display may drawings and designs but all to often to whine about my life like so many others. After a bunch of years of whining about the same stuff I realize that that won't change unless I make it happen and my god that really is boring to read.
So what I'd like to do with this new forum is to keep posting the art but maybe concentrate a little more about expressing my views and thoughts about the games industry, game design and just things in general.
So for the uninitiated I'll give you a little background on myself. My secret identity is Steve Stamatiadis, billionaire playboy (of please...mild-mannered is so freaking dull) Creative Director and co-founder of Krome Studios. We're now in out tenth year of making games and growing larger like a little Aussie Katamari of game development. I say that becuase we were lucky enough to form two more studios outside of our Brisbane office when we formed a Studio in Adelaide of Ex-Ratbag members when they got shut down and later when we picked up Melbourne House. I'm pleased to say that both studios have worked out really well and its an honest pleasure to be able to work with them.
Gameography wise you've probably never heard of me but might have heard of or played some of the games I was involved in.
The old shareware Halloween Harry/Alien Carnage where I did a lot of game design and all the art andanimation.
Flight of the Amazon Queen which I did all the art for an co designed.
Zombie Wars - a sequel to Halloween Harry but this time running on Windows 95 and the first game I had htat got published in Japan - which was very cool at the time for me.
Ty the Tasmanian Tiger Series - I co-designed and co-created the games, designed the chracters and art directed the series. It was Krome's first BIG seller and one of the biggest selling Australian games. TY 2 was also my debut as a voice actor giving life to the character of Gooboo Steve.
Star Wars: The Force Unleashed (Wii, PS2, PSP versions) - I'm listed as the director on this one A) because I did a lot of different things on the project form design to artdirecton to character creation and I thought it would look stupid having my name everywhere.
B) If you can tell me there's anything cooler than having your name come up as "Directed by" on a Star Wars game when John Williams end credit theme start's playing and I'll just call you a douche.
TFU has sold amazingly well (not surprisingly) and will probably easily outsell the entire TY series. Oh and they made toys and stuff from some of our versions designs with possibly more to come.
That's just the stuff you may have heard about there's a lot of other titles out there that aren't as worth mentioning. Hey I've been doing this for over 15 years now - people don't realize it's hard enough just to get a game finished having somethinhg that's better than good is a minor miracle.
So that's me and my day job for now. I think next itme I'll talk a little about what I do fun fun, a little project I like to call Blade Kitten