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Diarrhoea

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AMIGA ARTWORK

Next project: My first 3D Artwork Previous project: Commodore 64 Artwork


 
My Amiga output isn't as large as it was on the C64. My brother kept on programming the Commodore 64, and that was were he needed artwork. The Amiga was mainly a games machine for me, since it had some truly excellent games (get me in the mood, and I can ramble on about them for hours). The Amiga also had some very talented people working on it, and I was really inspired by the work of artists like James Sachs. I also grew very fond of Deluxe Paint, and did a lot of my C64 artwork inside DP, and then transferred it pixel by pixel to the C64. So funnily enough, most of the images here were done in parallell to my Commodore 64 artwork.

I did dabble some with animation on the Amiga, and tried to get a couple of game projects going. You can see some of that work on this page. The pictures on the top were to be in-game artwork for an Amiga version of Split Personalities, a great C64 puzzle game (which I think would make a great iPhone game). The images just below were from a shooter called Cycleburner.


These two drawings of an archer and a swordsman are in my opinion two of the worst images I've done on a computer. I was being offered a job at a games company called Magicom (later Funcom), and they wanted samples of my work. So they sent me some fantasy art they wanted me to redraw on the Amiga. I really hated fantasy art by this time (and for the most part, I still do), and this was just bad fantasy art!


I got a couple of odd drawings here at the end. First an animated snowman, also done as a work sample for Magicom. Then a cool unfinished Ninja, something done just to try out the animation theory I was reading about (I was a huge Disney fan at the time).

And finally some GUI design for a compositing and 3D package. I read about node-based interfaces in the 1992 Siggraph Conference Proceedings, and I thought it would be amazing to have a compositing and 3D software working in a node-based manner. I did these interface mockup while at Funcom, showing them to the programmers there. Unfortunately no-one was triggered by the idea, probably because they were too busy doing games! Talk about being the wrong person at the wrong place.

It's ironic to see that when I write this (2009) that node-based GUIs are fast becoming a standard in 3D and compositing. Had these programmers listened to me, perhaps we would have become software millionaires :)





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