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To kick off the opening of the official Gemhead blog, here are some work-in-progress sprites of Jeibu Almos the hibeia, one of the many playable characters that will be available in the first release of the game! The roster will generally consist of alien creatures, with many inspired by the animal and mythological races of Earth. VinVulpis, the project lead, does the original framework, and Ben, co-animator, shades each sprite. The standing animation is an impressive 22 frames! The animations play at 25 frames per second.
TUMBLR : http://gemheadstudios.tumblr.com/
FACEBOOK : https://www.facebook.com/gemheadstudios
TUMBLR : http://gemheadstudios.tumblr.com/
FACEBOOK : https://www.facebook.com/gemheadstudios
Category Artwork (Digital) / All
Species Exotic (Other)
Size 310 x 262px
File Size 90.3 kB
Whoa, scary how fluid that is! It looks almost TOO awesome. ^^
Without a massive team though, aren't you guys gonna be at this a very long time? I look at 16 bit era fighting games (Street Fighter and such) as a benchmark, and those games tended to have larger professional teams with good funding.. if you're gunning for (and by the looks of it, succeeding at) replicating their quality level plus higher framerate, won't that end up putting development time for creating those sprites into overdrive?
Not to assume I know more than you guys do (I'm sure you've already figured it out or are testing the waters a bit), I'm just really surprised how much you're putting into this. But again, great job so far~ ^^
Without a massive team though, aren't you guys gonna be at this a very long time? I look at 16 bit era fighting games (Street Fighter and such) as a benchmark, and those games tended to have larger professional teams with good funding.. if you're gunning for (and by the looks of it, succeeding at) replicating their quality level plus higher framerate, won't that end up putting development time for creating those sprites into overdrive?
Not to assume I know more than you guys do (I'm sure you've already figured it out or are testing the waters a bit), I'm just really surprised how much you're putting into this. But again, great job so far~ ^^
Thanks for the praise, it means a whole lot!
We do understand your concern, especially with thoughts on the time-consuming task that is animation. One thing is, aside from having a love for this classic style of animation, it actually is much more efficient to produce work at this resolution, than it would be at hi-res. This animation in particular only took VinVulpis a few hours to finish once he got rolling with it, after some key-framing. Since he started working in just flat colors, the time he spends per-animation has gone down significantly. We have Ben who's gonna be handling the shading and highlights, and we have just acquired someone interested in handling tweens, which cuts this time down even further.
The biggest task is that we need to get into a good steady groove. Ultimately, we can only spend so many hours a week on animation until we start the fund-raiser, and even then, that will determine exactly how much time we can put into this project.
We do understand your concern, especially with thoughts on the time-consuming task that is animation. One thing is, aside from having a love for this classic style of animation, it actually is much more efficient to produce work at this resolution, than it would be at hi-res. This animation in particular only took VinVulpis a few hours to finish once he got rolling with it, after some key-framing. Since he started working in just flat colors, the time he spends per-animation has gone down significantly. We have Ben who's gonna be handling the shading and highlights, and we have just acquired someone interested in handling tweens, which cuts this time down even further.
The biggest task is that we need to get into a good steady groove. Ultimately, we can only spend so many hours a week on animation until we start the fund-raiser, and even then, that will determine exactly how much time we can put into this project.
I've personally found it to take longer to do pixel art animation, but that's because my method uses a lot less moving bits around and instead relies on sketching and pixeling out each frame individually, which tends to result in a lot more time spent tweaking things.. also I'm no well-trained animator so I'm not well suited to the task to begin with. I'm a lot more.. stumbly then most, even if I usually put out nice results. ^^
Good to hear you guys are able to churn these out so fast. Hopefully the fundraiser goes well~
Good to hear you guys are able to churn these out so fast. Hopefully the fundraiser goes well~
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