
Hello everycreature again. We're finally back after the well-deserved break due to the NATG. I'm so happy to bring you this time a project in which I worked several days and weeks. A detailed 3D model of a fictional Super Nintendo game called Baby Draggy adventures.
The SNES is probably one of my favorite game consoles ever, so I realized this was going to be a perfect chance to create a new 3D model in Blender, even more when I was learning about procedural materials and other nice effects you can add to your creations using this great software. The idea came to my mind when I was playing with an AI to create images and I saw that I could try something like this with a really nice result of course putting away all the useless and non-sense stuff the AIs do.
Even knowing it was going to be a long work, I wanted so bad to design everything from scratch, the cartridge, the box, the manual and everything with its own detailed and worked art, logos, seals, details, EVERYTHING. I even designed four times the cartridge to get the best possible result in terms of shapes and effects. The procedural materials were pretty useful for getting nice details in every element. I really have to learn more and more about them, they're really powerful.
This project was one of the nicest things I've ever done. I really enjoyed working on it. I loved working on every detail and I feel so proud of the final result that I rendered it in 4K. FA doesn't allow me to upload pics of that resolution, but you're free to see the render in full resolution in my other galleries if you want, as well as the separated images of the cartridge and box.
- Cartridge only.
- Box only.
- 4K Render Inkbunny and Derpibooru.
So, what do you think? Are you planning to get the complete game for your collection? :3
The SNES is probably one of my favorite game consoles ever, so I realized this was going to be a perfect chance to create a new 3D model in Blender, even more when I was learning about procedural materials and other nice effects you can add to your creations using this great software. The idea came to my mind when I was playing with an AI to create images and I saw that I could try something like this with a really nice result of course putting away all the useless and non-sense stuff the AIs do.
Even knowing it was going to be a long work, I wanted so bad to design everything from scratch, the cartridge, the box, the manual and everything with its own detailed and worked art, logos, seals, details, EVERYTHING. I even designed four times the cartridge to get the best possible result in terms of shapes and effects. The procedural materials were pretty useful for getting nice details in every element. I really have to learn more and more about them, they're really powerful.
This project was one of the nicest things I've ever done. I really enjoyed working on it. I loved working on every detail and I feel so proud of the final result that I rendered it in 4K. FA doesn't allow me to upload pics of that resolution, but you're free to see the render in full resolution in my other galleries if you want, as well as the separated images of the cartridge and box.
- Cartridge only.
- Box only.
- 4K Render Inkbunny and Derpibooru.
So, what do you think? Are you planning to get the complete game for your collection? :3
Category Artwork (Digital) / My Little Pony / Brony
Species Dragon (Other)
Size 2560 x 1440px
File Size 4.92 MB
I loved reading the instruction booklets for the games I would play. They often had artwork in them that was used to inspire the game and its characters. The instruction booklet for Super Mario World 2: Yoshi's Island had a lot of adorable, bright, colorful illustrations that featured Baby Mario with a number of Yoshies of different colors. (I would buy strategy guides with the hope they would have even more artwork to compliment the game.).
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I know this was definitely a special project for you, Sweetie. I am feel every moment you spent on it was worthwhile. Also, given your talents in art and programming, you may be able to make a little game about lovable Goldigony in the future.
Overall, I enjoyed going through all these posts and thinking of just how such a game could be created, played, and enjoyed for years to come. :)
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I know this was definitely a special project for you, Sweetie. I am feel every moment you spent on it was worthwhile. Also, given your talents in art and programming, you may be able to make a little game about lovable Goldigony in the future.
Overall, I enjoyed going through all these posts and thinking of just how such a game could be created, played, and enjoyed for years to come. :)
Oh! I clearly understand that lost art of the manuals. I never had SNES manuals, but it would be really interesting to see them. Yoshi's Island is probably the cutest game of the console, of course featuring the super powerful FX chip inside the cartridge.
I know I have the skill to create a nice game about Goldigony, but it could be an insane amount of work that wouldn't be worth at all considering the potential range it could get. But it could still be a really interesting project of course.
I know I have the skill to create a nice game about Goldigony, but it could be an insane amount of work that wouldn't be worth at all considering the potential range it could get. But it could still be a really interesting project of course.
When I was a lot younger, my dream job was to become a game developer. I used to spend countless hours sketching out game concepts, level designs, and other things in notebooks with the goal of, one day, bringing one of these ideas to life...
...Then I learned that software development was, very likely, a career that would require me to be good at math and, well, that is when I decided to go to college as a business major.
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What is funny is how, between 2010 and 2014, I did work in software development and learned I was quite good at making documentation that helped to support the customers and developers while ensuring a high amount of quality. Not only did I do this job without being super good at math, but also as my eyesight took its more drastic losses as a result of surgical complications.
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I would love to get back into some kind of software development job. I would really like to take on "Accessibility Testing", which would allow me to demonstrate just how accessible a software system is to an end user with and without eyesight. I even have the experience of writing Test Scripts and the ability to complete Test Result documentation. Maybe, one day, such an opportunity will open up for me. Until then, I will definitely enjoy having fun coming up with ideas and sharing fun concepts for a game based upon the adventures of Goldigony. :)
...Then I learned that software development was, very likely, a career that would require me to be good at math and, well, that is when I decided to go to college as a business major.
***
What is funny is how, between 2010 and 2014, I did work in software development and learned I was quite good at making documentation that helped to support the customers and developers while ensuring a high amount of quality. Not only did I do this job without being super good at math, but also as my eyesight took its more drastic losses as a result of surgical complications.
***
I would love to get back into some kind of software development job. I would really like to take on "Accessibility Testing", which would allow me to demonstrate just how accessible a software system is to an end user with and without eyesight. I even have the experience of writing Test Scripts and the ability to complete Test Result documentation. Maybe, one day, such an opportunity will open up for me. Until then, I will definitely enjoy having fun coming up with ideas and sharing fun concepts for a game based upon the adventures of Goldigony. :)
I'm sure you would do great helping companies with accessibility in their software. I know those days it is really important and several companies are interested in that especially for the benefits in terms of marketing. I imagine that it is easier to find those kinds of jobs closer to Silicon Valley. I wish you could get that job.
Yeah, I also passed my phase of wanting to be a game developer when I grew up. I realized it wasn't what I was expecting, and probably most important, how competitive and life consuming was the sector. I still like the idea of working on some small, really small personal game projects, but definitely I don't want to get into this saturated, crazy and consuming market. Without mentioning that I'm good at programming, but I hate it so much. Nothing has stressed me more in my entire life, even in personal simple projects, than having to write code for a certain thing and not being able to do so. Really, I'm talking about having troubles to sleep and more, so it is a big NO for me.
Yeah, I also passed my phase of wanting to be a game developer when I grew up. I realized it wasn't what I was expecting, and probably most important, how competitive and life consuming was the sector. I still like the idea of working on some small, really small personal game projects, but definitely I don't want to get into this saturated, crazy and consuming market. Without mentioning that I'm good at programming, but I hate it so much. Nothing has stressed me more in my entire life, even in personal simple projects, than having to write code for a certain thing and not being able to do so. Really, I'm talking about having troubles to sleep and more, so it is a big NO for me.
After what I heard of the difficulty working with Unity, along with other programming languages, I am not at all surprised at how making a game is far more stressful than enjoyable.
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The closest I ever came to genuine game development was when I ran a dial-up Bulletin Board Service (BBS). There was a text-based RPG that everyone loved to play called Legend of The Red Dragon that allowed those with the full version of the game to change the names of places, enemies, and other small things. The coding was time consuming to make color changes and, well, I was happy with the result of what I created, but I learned how easy it is to take for granted even the smallest detail of a game after putting hours into just making some basic modifications to an existing one.
Another game I made content for was Doom. I had a piece of software that was really hard to learn and use, but very worth it when I did get good enough with it. (It allowed for level design in Doom, Doom 2, and Heretic.).
The way the program worked for making your own levels was much like drawing on graphing paper. You had a tool that allowed you to make four-sided and five-sided spaces that, once you did, you would have to highlight all the corners to enter into a screen that permitted the modification of ground, ceiling, and wall textures. You also adjusted the height of both the floor and ceiling. (If you wanted to make doors and switches, you really had to think about each space you created and how you created it to make certain it did not cause Doom, Doom 2, or Heretic to crash when playing your level.).
Some of my best work with the Doom editor took me months to complete. Fortunately, I had a friend who would visit me over the summer break from public school that would play through the levels I made to see if he could beat them. (This was after I tested the level to make sure it was not unfair to play through.).
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The closest I ever came to genuine game development was when I ran a dial-up Bulletin Board Service (BBS). There was a text-based RPG that everyone loved to play called Legend of The Red Dragon that allowed those with the full version of the game to change the names of places, enemies, and other small things. The coding was time consuming to make color changes and, well, I was happy with the result of what I created, but I learned how easy it is to take for granted even the smallest detail of a game after putting hours into just making some basic modifications to an existing one.
Another game I made content for was Doom. I had a piece of software that was really hard to learn and use, but very worth it when I did get good enough with it. (It allowed for level design in Doom, Doom 2, and Heretic.).
The way the program worked for making your own levels was much like drawing on graphing paper. You had a tool that allowed you to make four-sided and five-sided spaces that, once you did, you would have to highlight all the corners to enter into a screen that permitted the modification of ground, ceiling, and wall textures. You also adjusted the height of both the floor and ceiling. (If you wanted to make doors and switches, you really had to think about each space you created and how you created it to make certain it did not cause Doom, Doom 2, or Heretic to crash when playing your level.).
Some of my best work with the Doom editor took me months to complete. Fortunately, I had a friend who would visit me over the summer break from public school that would play through the levels I made to see if he could beat them. (This was after I tested the level to make sure it was not unfair to play through.).
Unity isn't especially complicated in terms of doing things in the editor and using its C# language. The main problem for me is that the software is really heavy, really slow and has several disturbing things like having to use a code editor like Visual Studio or the weird way the physics and lights seem to work. Of course, with some practice and learning about the documentation of Unity you can basically do anything, but for me, all the effort, knowledge required, loading times and more, simple does not worth it at all when we talk about hobbyist projects. I also trend to suffer a lot when talking about coding, not because it is difficult, more because I get easilly obsess when wanting a certain result, so I can get hours and hours and even days having in my head what I want to do and trying to solve it like a puzzle, without mentioning the deep hell that means having tens of variables, thousands of lines of codes and eventually not having a single idea of how to change what you programmed two weeks ago.
The modding is really interesting still, like those examples you mention. I'm not into that either, but I found it really interesting. I tried a couple of times designing levels in Super Mario Maker without so much success however.
The modding is really interesting still, like those examples you mention. I'm not into that either, but I found it really interesting. I tried a couple of times designing levels in Super Mario Maker without so much success however.
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