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About Varied / Professional Official Beta Tester Nichelle NolanFemale/Australia Groups :iconsizzlinghotstock: SizzlingHotStock
 
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STOCK RULES OVERVIEW

This is an overview of my stock rules. For the complete set of rules, visit this journal: Stock Rules *UpdatesHi all!!
These are my rules you must follow if u are gonna use my stock.
Read them before using this stock. By downloading and/or using this stock, you agree to comply with my rules. If you fail to comply with my rules, I reserve the right to have you remove your work.
FAQ:
If English is not your first language, you can use Google Translate to translate and get an understanding of what my rules say.
:faq217:
STOCK CREDIT
:police: Always credit me if you have used any of my stock (including WIP's and close-ups) with a DIRECT link. You MUST include a link to either my profile OR the artwork used in the artist description where you have used my stock::police:
Preferably using : devcharligal-stock : without the spaces for charligal-stock or : iconcharligal-stock : for :iconcharligal-stock: without the spaces.
You may also use the thumb or link

Read them before using my stock. By downloading and/or using my stock, you agree to comply with my rules.

CREDIT
:bulletred: You must always credit me by a direct link to my stock account in your artists comments when you have used my stock FAQ #81: How can I create links to other deviants, deviations, or websites?

NOTIFY
:bulletred: You must notify me when you have used my stock.

INSUFFICIENT EDITS/RETOUCHES
:bulletred: Retouches of my stock are not allowed. Insufficiently edited work is a breach of my rules and will be removed.

CATEGORISING
:bulletred: Do not categorise any work involving my stock as 'photography'.

REDISTRIBUTION
:bulletred: Redistribution of my stock is not allowed.

UNACCEPTABLE USES
:bulletred: Do not use my stock in hate art, pornographic and/or fetish art.

PRINTS
:bulletred: Prints are allowed on DA.

OUTSIDE USE
:bulletred: You may post your work on other sites as long as you credit, notify and show me all places the work appears.

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:bulletred: For commercial use see my FAQ: charligal-stock.deviantart.com…



:bulletgreen:Why isn't my stock free anymore?

:bulletblue:Short answer: The Rule Breakers are doing my head in.
:bulletred:Long answer: I've had my stock in storage for about 5 months because of thieves and people completely ignoring my rules. From the artists I've spoken to, real artists won't mind paying a few points for my resources, and then I can appreciate the amazing artwork instead of stressing about someone misusing or stealing my stock. As Tasastock puts it: The Premium route means I can still keep all my stock out there for artists to use, and gives me some protection against the knobheads out there.

Have fun with it and keep making awesome art :)

:hug: to all, Nichelle.

Sisters in stock: :iconkirilee: :icontasastock: :iconfaestock: :iconelandria: :iconpiratelotus-stock: :iconraeyenirael-stock:

Art sister: :iconjenniferweiler:

DD's I've Suggested

New Gothic Lolita 18 by Kechake-stockSuper Hero - 03 by Nemesis-19Urarii 56 by TasastockFallen Angel Gustov 15 by Falln-StockSTOCK:  Adriatic Shoreline by lenkaltmanRockgem's Simple Cute skull tutorial. by rockgem23 Brushes for Photoshop by yumedustRedhead Warrior 1 by Armathor-Stock:thumb172913047:Forest Witchcraft 17 by Anariel-StockDaenerys Targaryen 3 by MirishBay 2 by BerryBluMilitary Couple Stock 1 by LetzteSchatten-stockLillianne 29 by kirileeTFtLaTS 001 by zeldyn-stockElisabethstock7 by MyTiniCrimson Peacock Ram Horn Headdress by JenniferWeiler22-8-10 070 by Awdi-stock

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Week 9 Game Studio 2 Dev Blog

Journal Entry: Mon Nov 24, 2014, 5:54 AM
Week 9 Game Studio 2 Dev Blog
 
Hello everyone,

Welcome to week 9 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 9
This past week we have been preparing for our week 10 deliverable and as such have been really focused on getting the game feature complete. Seeing as I haven’t yet shown you guys any in-game imagery, I thought I’d take a chance to show you some of the scene we have together in Unity.
Screen Shot 2014-11-24 at 11.59.28 PM by charligal-stock
Screen Shot 2014-11-24 at 11.59.44 PM by charligal-stock
Screen Shot 2014-11-25 at 12.05.23 AM by charligal-stock
This last week I’ve been working on getting all the UI design done so that Aaron can complete the implementation for the week 10 deadline. Responding to feedback, I worked on adding extra design to the Orc UI in order to allow players easier visual access to all the Orcs stats, personality traits and interests.
Thirsts Stats Concept by charligal-stock
These Orc emoji's will be used to indicate an Orcs feeling when interacting with a building. They will appear in conjunction with the interest icon when an Orc is satisfied or unsatisfied with something in the world.
UI Icon OrcSmiley by charligal-stockUI Icon OrcFrowny by charligal-stock
I have finished off all required assets and have also been spending some time updating the GDD to reflect that. Hopefully once this deliverable is met I will be able to show you how this UI is inside the game. Aside from this, I have been working on my exegesis and propaganda and advertising assets and final design updates. Since the last deliverable I have decided on a node based placement system for facilities of different kinds. Facilities include vending machines, posters, banners and billboards. Making them node based placement makes it much easier on the UI implementation for each of these separate things as they all have a large array of subcategories when placing the kind of sign and content you want.

Facilities are placed, like all other interactions in the game, in possession mode, while the player has full control over an individual Orc. There are specific nodes on each island where certain types of facilities may be placed, such as signs on walls and vending machines on the ground. Not all types of facilities can be placed in every node, and some node may only allow for a single, unique type of facility (such as the flag on the flagpole). Some facilities may not be placed on nodes, but are instead placed on a walkable surface on the island. These include signs and vending machines.

Clicking on a node will bring up a UI display showing different types of facilities you can build. This includes each facility option, its selection type, and then a confirmation for the selection. For more information, see the Propaganda section.

Here is a look at one of the tables regarding stats, and sizes of signage types:
Screen Shot 2014-11-24 at 11.18.54 AM by charligal-stock

And here is a look at 2 of the advertising signs:
Food Advertising by charligal-stock
Training Ground by charligal-stock
Some interesting sites I have been looking at when it comes to propaganda and advertising techniques include the following:
 
 
I have also been tasked with the design of the tutorial section so I spent some time working out the design and writing documentation for it.
 
Tutorial
At the beginning of every new game there will be a tutorial to introduce the player to the games controls and storyline. A text box with instructions from the spirit of the Orc Chieftain will appear. This will introduce each control for actions and tasks in a set order that the player can choose to follow or alternatively exit out of the tutorial. The controls are locked until they introduced in the tutorial.
Tasks that need to be taught will follow this order:
    ·          Camera movement around the entire game world
    ·          Zoom to islands and rotation around islands
    ·          Orc selection and possession
    ·          Placement of signs
    ·          Repair of stations (introduction of C’orcs as resources)
    ·          Construction of transport (catapult)
After these tasks have been run through the battle bar will appear and become active with a text box instruction to introduce it and explain its function. If the player decides to deactivate the tutorial, the battle bar will still not appear until the first transport is constructed.
After the core tasks of the tutorial have been completed, the player will have the option to continue performing further tasks in any order they choose. These tasks will be displayed in a user interface on the left hand side of the screen and will include such things as upgrading buildings, placing node based objects and constructing queues. Any desirable actions such as the call to arms and other event-based actions will also be addressed.  
Extended tutorial
    ·       Build all types of transport structure
    ·       Upgrade buildings (one type)
    ·       Placing Vending Machines
    ·       Placing all types of signage
    ·       Placing queues
This was an interesting article on Gamasutra that went into tutorials and UI: www.gamasutra.com/view/feature…
 
I have also been rereading this very enlightening article on solving game design problems and I would certainly recommend it: www.lizengland.com/blog/2014/0…
 
Til next week!
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and

:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game

:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu

:bulletblue: Week 4: Week 4 Game Studio 2 Dev BlogWeek 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: :bulletblue: Week 2: :bulletblue: Week 3:
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about

:bulletblue: Week 5 & 6: Week 5 and 6 Game Studio 2 Dev BlogWeek 5 & 6 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: :bulletblue: Week 2: :bulletblue: Week 3: :bulletblue: Week 4:
Hello everyone,
Welcome to week 5 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 5
My sprint schedule this week involved finishing off various concept art pieces and writing documentation for the art bible and aesthetics section of the GDD. Once I completed this then I moved onto designing the UI, figuring out the finer details of how transports and signs would be placed and how its connection with the UI display system.
 
During this time I also spent some time planning how stations would work and creating some visual references of how I envisioned them working. As a group we discussed having stations as small floating islands that would be chained to the large core islands. The player must repair the chain mechanisms b

:bulletblue: Week 7: Week 7 Game Studio 2 Dev BlogWeek 7 Game Studio 2 Dev Blog
Lots of pictures :D
Hello everyone,
Welcome to week 7 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 7
This week our team had a milestone deliverable to meet so the majority of the sprint meeting was spent sorting out sections of the GDD that needed completing and working on the prototype. We also had to present an update report on the game so far and this required creating a powerpoint to go over where we were at so far.
 
For the week 7 deliverable we said that we would have working Orc and C’orc agents, working spirit and possession mode, at least one working transport system and station, at least one piece of advertising or propaganda that would influence an Orc and at least one building that would fulfil their interests based on the signs that affected them. On top of this, we managed to have multiple signs and buildings for the Orcs, the musical composition added, day nigh


deviantID

charligal-stock
Nichelle Nolan
Artist | Professional | Varied
Australia
I'm a creativity addict who loves to create both art and stock resources. In my professional life I'm a photographer, graphic designer and illustrator and am hoping to get my degree in Games Design. I love to travel and have been to England, South Africa, Botswana, Zimbabwe, Singapore and was born in the US but live in Australia.

In my free time I love to sing, vlog and shoot stock.

:iconrawrlickplz::iconrawrlickreverseplz:
Check out my modeling acct. :iconnichellejnolan:
Check out my art acct. :iconcharligal:
Check out my photography acct. :iconcharligalphotography:
YouTube: www.youtube.com/channel/UCCNop…
Model mayhem site: www.modelmayhem.com/1305516


-------------
If pie could speak it would ask me to eat it.

Current Residence: Sydney, Australia
deviantWEAR sizing preference: M
Favourite genre of music: Metal baby!!
Favourite style of art: Comic, photomanipulation
Operating System: PC
MP3 player of choice: iphone
Favourite cartoon character: Queen of Hearts
Interests

Activity


Week 9 Game Studio 2 Dev Blog

Journal Entry: Mon Nov 24, 2014, 5:54 AM
Week 9 Game Studio 2 Dev Blog
 
Hello everyone,

Welcome to week 9 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 9
This past week we have been preparing for our week 10 deliverable and as such have been really focused on getting the game feature complete. Seeing as I haven’t yet shown you guys any in-game imagery, I thought I’d take a chance to show you some of the scene we have together in Unity.
Screen Shot 2014-11-24 at 11.59.28 PM by charligal-stock
Screen Shot 2014-11-24 at 11.59.44 PM by charligal-stock
Screen Shot 2014-11-25 at 12.05.23 AM by charligal-stock
This last week I’ve been working on getting all the UI design done so that Aaron can complete the implementation for the week 10 deadline. Responding to feedback, I worked on adding extra design to the Orc UI in order to allow players easier visual access to all the Orcs stats, personality traits and interests.
Thirsts Stats Concept by charligal-stock
These Orc emoji's will be used to indicate an Orcs feeling when interacting with a building. They will appear in conjunction with the interest icon when an Orc is satisfied or unsatisfied with something in the world.
UI Icon OrcSmiley by charligal-stockUI Icon OrcFrowny by charligal-stock
I have finished off all required assets and have also been spending some time updating the GDD to reflect that. Hopefully once this deliverable is met I will be able to show you how this UI is inside the game. Aside from this, I have been working on my exegesis and propaganda and advertising assets and final design updates. Since the last deliverable I have decided on a node based placement system for facilities of different kinds. Facilities include vending machines, posters, banners and billboards. Making them node based placement makes it much easier on the UI implementation for each of these separate things as they all have a large array of subcategories when placing the kind of sign and content you want.

Facilities are placed, like all other interactions in the game, in possession mode, while the player has full control over an individual Orc. There are specific nodes on each island where certain types of facilities may be placed, such as signs on walls and vending machines on the ground. Not all types of facilities can be placed in every node, and some node may only allow for a single, unique type of facility (such as the flag on the flagpole). Some facilities may not be placed on nodes, but are instead placed on a walkable surface on the island. These include signs and vending machines.

Clicking on a node will bring up a UI display showing different types of facilities you can build. This includes each facility option, its selection type, and then a confirmation for the selection. For more information, see the Propaganda section.

Here is a look at one of the tables regarding stats, and sizes of signage types:
Screen Shot 2014-11-24 at 11.18.54 AM by charligal-stock

And here is a look at 2 of the advertising signs:
Food Advertising by charligal-stock
Training Ground by charligal-stock
Some interesting sites I have been looking at when it comes to propaganda and advertising techniques include the following:
 
 
I have also been tasked with the design of the tutorial section so I spent some time working out the design and writing documentation for it.
 
Tutorial
At the beginning of every new game there will be a tutorial to introduce the player to the games controls and storyline. A text box with instructions from the spirit of the Orc Chieftain will appear. This will introduce each control for actions and tasks in a set order that the player can choose to follow or alternatively exit out of the tutorial. The controls are locked until they introduced in the tutorial.
Tasks that need to be taught will follow this order:
    ·          Camera movement around the entire game world
    ·          Zoom to islands and rotation around islands
    ·          Orc selection and possession
    ·          Placement of signs
    ·          Repair of stations (introduction of C’orcs as resources)
    ·          Construction of transport (catapult)
After these tasks have been run through the battle bar will appear and become active with a text box instruction to introduce it and explain its function. If the player decides to deactivate the tutorial, the battle bar will still not appear until the first transport is constructed.
After the core tasks of the tutorial have been completed, the player will have the option to continue performing further tasks in any order they choose. These tasks will be displayed in a user interface on the left hand side of the screen and will include such things as upgrading buildings, placing node based objects and constructing queues. Any desirable actions such as the call to arms and other event-based actions will also be addressed.  
Extended tutorial
    ·       Build all types of transport structure
    ·       Upgrade buildings (one type)
    ·       Placing Vending Machines
    ·       Placing all types of signage
    ·       Placing queues
This was an interesting article on Gamasutra that went into tutorials and UI: www.gamasutra.com/view/feature…
 
I have also been rereading this very enlightening article on solving game design problems and I would certainly recommend it: www.lizengland.com/blog/2014/0…
 
Til next week!
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and

:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game

:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu

:bulletblue: Week 4: Week 4 Game Studio 2 Dev BlogWeek 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: :bulletblue: Week 2: :bulletblue: Week 3:
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about

:bulletblue: Week 5 & 6: Week 5 and 6 Game Studio 2 Dev BlogWeek 5 & 6 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: :bulletblue: Week 2: :bulletblue: Week 3: :bulletblue: Week 4:
Hello everyone,
Welcome to week 5 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 5
My sprint schedule this week involved finishing off various concept art pieces and writing documentation for the art bible and aesthetics section of the GDD. Once I completed this then I moved onto designing the UI, figuring out the finer details of how transports and signs would be placed and how its connection with the UI display system.
 
During this time I also spent some time planning how stations would work and creating some visual references of how I envisioned them working. As a group we discussed having stations as small floating islands that would be chained to the large core islands. The player must repair the chain mechanisms b

:bulletblue: Week 7: Week 7 Game Studio 2 Dev BlogWeek 7 Game Studio 2 Dev Blog
Lots of pictures :D
Hello everyone,
Welcome to week 7 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 7
This week our team had a milestone deliverable to meet so the majority of the sprint meeting was spent sorting out sections of the GDD that needed completing and working on the prototype. We also had to present an update report on the game so far and this required creating a powerpoint to go over where we were at so far.
 
For the week 7 deliverable we said that we would have working Orc and C’orc agents, working spirit and possession mode, at least one working transport system and station, at least one piece of advertising or propaganda that would influence an Orc and at least one building that would fulfil their interests based on the signs that affected them. On top of this, we managed to have multiple signs and buildings for the Orcs, the musical composition added, day nigh


Journals
12 deviations

Week 8 Game Studio 2 Dev Blog

Journal Entry: Mon Nov 17, 2014, 6:33 AM
Week 8 Game Studio 2 Dev Blog
 
Hello everyone,

Welcome to week 8 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 8
As I have been largely working on designing the games UI, I have subsequently done a lot of research into good UI design practices. I found this great article that addresses 7 Unbreakable Laws of UI Design: 99designs.com/designer-blog/20… Even though the information is from a web design perspective, I still find most of these rules to be applicable to game UI design. The laws they list here go over things such as having iconography with clear meaning that a user can easily understand and how clear and constant visual feedback will make the user feel confident in the product. I have found this article to be really useful and informative and I have been following these ideas when approaching the design.
 
This article on Gamasutra was something I came across when I was first researching into what UI design is and it introduces terms for different types of interfaces depending on how linked to the narrative and game geometry they are. These are Non-Diegetic, Spatial, Meta and Diegetic.
 
These are some flow charts I made to help visualise and communicate the UI flow for the Construction, Upgrades and Infrastructure Placement:
Untitled-3 by charligal-stock
This week I’ve been doing a lot of work on UI design and also the art assets for that. These are some of the art elements that I have created for the UI.
UI Corc Icon by charligal-stock

559588 10205079871497032 520212647085681691 N by charligal-stock


Gelicons by charligal-stock
10806967 10205094111853032 1318171563 N by charligal-stock
I learned some new texture painting techniques. The following tutorials were integral bits of research to some of the painted UI elements I’ve been doing across the last few weeks and will be continuing with throughout the project.
 
 
When I was doing all the painting techniques research I tried really hard to find a good tutorial on painting copper. Unfortunately I didn’t have much luck and ended up having to work it out myself the old fashioned way by doing some reference studies haha. I was pretty pleased with my result so I decided to make a tutorial for anyone else who might find themselves needing to paint copper:
How To Paint Copper by charligal-stock
 
I also made this animated gif. It is not the final layout setting but one of the first of a string of visual problem solving things I was doing.
Build UI Animated GIF by charligal-stock
 
Also I have been doing a bit of research into psychology in games and some of the theories etc that encompasses. In doing that I came across this website which has a wealth of information: www.psychologyofgames.com/ I found the Theory of Spatial Presence to be quite interesting as well as the fact that psychologists refer to immersion as presence.
 
A researcher named Werner Wirth’s “theory says that spatial presence happens in three steps:
- Players form a representation in their minds of the space or world with which the game is presenting them.
- Players begin to favour the media-based space (I.e., the game world) as their point of reference for where they “are” (or to put it in psychological gobblety-gook, their “primary ego reference frame”)
- Profit!”
Til next week!
:bulletblue: Week 1: Week 1 Game Studio 2 Dev BlogWeek 1 Game Studio 2 Dev Blog
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 1
This week has been the first week back to college and has been the week that we’ve been introduced to our studio unit game brief.  Our class is divided into two separate teams of six people with a combination of game designers and game programmers.
This trimester each group has been tasked to design and develop a transport management game based upon real-world principles and data such as crowd management, business management, physical facilities and

:bulletblue: Week 2: Week 2 Game Studio 2 Dev BlogWeek 2 Game Studio 2 Dev Blog
Find Week 1’s entry here:
Hello everyone,
For the course of the next trimester I will be commandeering my DeviantArt journal to use as a game development blog in correlation with the game I’ll be working on across the following months.
As such, please feel free to join in on discussion, concept art, and design topics and any game or development related information. I encourage you to chat to me about things I will be discussing so we can hopefully get some interesting dialogue happening.
 
Week 2
This week has been rather interesting for the fact that we have had more of a chance to feel out our groups dynamic and really focus on the idea that we will be committing to for the rest of this trimester.
Our group has scheduled our weekly sprint meetings for each Monday of the week and it is during these meetings that we have further worked on brainstorming each idea, allocating roles and defining a meaning that our game

:bulletblue: Week 3: Week 3 Game Studio 2 Dev BlogWeek 3 Game Studio 2 Dev Blog
:bulletblue: Week 1: :bulletblue: Week 2:
Hello everyone,
Welcome to week 3 of my course game development blog in correlation with the game I’m working on trimester.
Week 3
This week’s sprint meeting just so happened to fall on a public holiday that we had all forgotten about so we organized to meet at Aaron’s place seeing as the campus was closed. We focused a lot of our time working on the scope documentation, high concept documentation and the pitch as the deadline for these were midweek. I believe we also we spent time discussing tasks and finalising design points for the pitch. 
During this session I worked on some concept art for the game including some scene setting imagery and a title design. This group has been heavy on the puns, which is something I really enjoy and the game has been titled Orcward.


On Tu

:bulletblue: Week 4: Week 4 Game Studio 2 Dev BlogWeek 4 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: :bulletblue: Week 2: :bulletblue: Week 3:
 
Hello everyone,
Welcome to week 4 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 4
Mondays sprint meeting saw the team discuss further possible game modes and the possibility of implementing a multiplayer mode. As I was pretty sick on Monday, I stayed for the general sprint and left early once the sprint schedule had been sorted. Also, my Wacom tablet died during this sprint which was a huge pain and it meant I ended up having to buy a new one.... oh well.. at least I have a shiny new tablet.
 
This sprint I was scheduled to work on C’orc character designs, UI layouts and gameplay specifics, building, transport and environment concept art and documentation for the GDD. Sections of the GDD I have been tasked to talk about include gameplay specifics about

:bulletblue: Week 5 & 6: Week 5 and 6 Game Studio 2 Dev BlogWeek 5 & 6 Game Studio 2 Dev Blog
 
:bulletblue: Week 1: :bulletblue: Week 2: :bulletblue: Week 3: :bulletblue: Week 4:
Hello everyone,
Welcome to week 5 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 5
My sprint schedule this week involved finishing off various concept art pieces and writing documentation for the art bible and aesthetics section of the GDD. Once I completed this then I moved onto designing the UI, figuring out the finer details of how transports and signs would be placed and how its connection with the UI display system.
 
During this time I also spent some time planning how stations would work and creating some visual references of how I envisioned them working. As a group we discussed having stations as small floating islands that would be chained to the large core islands. The player must repair the chain mechanisms b

:bulletblue: Week 7: Week 7 Game Studio 2 Dev BlogWeek 7 Game Studio 2 Dev Blog
Lots of pictures :D
Hello everyone,
Welcome to week 7 of my course game development blog in correlation with the game I’m working on trimester.
 
Week 7
This week our team had a milestone deliverable to meet so the majority of the sprint meeting was spent sorting out sections of the GDD that needed completing and working on the prototype. We also had to present an update report on the game so far and this required creating a powerpoint to go over where we were at so far.
 
For the week 7 deliverable we said that we would have working Orc and C’orc agents, working spirit and possession mode, at least one working transport system and station, at least one piece of advertising or propaganda that would influence an Orc and at least one building that would fulfil their interests based on the signs that affected them. On top of this, we managed to have multiple signs and buildings for the Orcs, the musical composition added, day nigh


Build UI Animated GIF
Animated gif of the UI plan for the transport construction. This should hopefully get my idea across to my team mates.
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Anyone know of any good tutorials to make costume pieces with a hot glue gun? 

92%
66 deviants said Sorry, I don't.
8%
6 deviants said Yes. (Please leave me a link in the comments)

Webcam

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:iconjohnrose-illustrator:
JohnRose-Illustrator Featured By Owner Edited 20 hours ago  Professional Digital Artist
Hey, Nichelle…

Used your stock here:
112514 Fuchsia Fairy (color) by JohnRose-Illustrator
Hope you like!

Also used as a challenge entry for "Fairy Tales" at 
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:iconjoseherb:
JoseHerb Featured By Owner Nov 19, 2014  Professional Traditional Artist
Hey Nichelle,

I've been trying to find plan a good painting from you stock for years. I finally finished a painting from one your images. I hope you like it: joseherb.deviantart.com/art/Oc…

All the best,
-JPH
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:iconsecretadmires:
Secretadmires Featured By Owner Nov 15, 2014
Thank you so much for the fav. Glad you loved it:love:
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:iconcreationtakesun:
creationtakesun Featured By Owner Nov 14, 2014  Hobbyist General Artist
welcome to the group :
:icondrawing-tutorial:
:love:
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:iconzaigwast:
Zaigwast Featured By Owner Nov 12, 2014
:iconfemaleexcellence: Join us ! :D .... monthly art promotion awaits those with great art ! :#1:
If you do so, please submit to the correct category and do not forget about the rules. :aww:
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:iconenchantedwhispersart:
EnchantedWhispersArt Featured By Owner Nov 10, 2014  Hobbyist Digital Artist
used here thanks so much! Silk-Princess by EnchantedWhispersArt
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:iconcharligal-stock:
charligal-stock Featured By Owner Nov 10, 2014  Professional General Artist
:love:
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:iconpdiogenes:
pdiogenes Featured By Owner Oct 30, 2014  Student Digital Artist
Used your stunning stock on this: fav.me/d84p0dh
Thanks a lot!
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:iconlimainspirations:
LiMaInspirations Featured By Owner Oct 27, 2014
thanks for the  +fav  Clap 
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:iconfenrir--the-2nd:
Fenrir--the-2nd Featured By Owner Oct 17, 2014
thanks for the fave :XD:
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