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Hey guys! Just wanted to make you all aware that we've put together a new Smashified group here on DA! This way, no matter who uploads the art, you can find it in a central location.

We'll also be on the lookout for standout fan works that we can feature in the group as well. This can include derivative works of the characters we've smashified, or fan takes of characters we haven't! Keep in mind that even if a fan has done smashified a character for themselves, those characters will still be subject to smashification by our team. =)

We hope you check it out and give us a watch!

smashifiedart

  • Listening to: Game Grumps
  • Reading: Nothing
  • Watching: Game Grumps
  • Playing: Super Smash Bros Wii U
  • Eating: is good.
  • Drinking: Arizona Green Tea
Man, this has been a wild ride! First of all, I want to say thanks so much for the people who have been giving me such great encouragement throughout the past few days. Been doing my best to focus on positivity, and it's been really cool getting to know some of the people who have reached out to me. =)

I know I've said it a few times now, but I apologize to the Rayman fans that were disappointed with my falsification of the Rayman leak. It was never my intention to make people angry or upset, but I admit it was foolish of me to have not anticipated that people's feelings would be hurt. I want people to know that I don't take it lightly.

Really, I wanted to do what I could to honor Rayman's legacy by creating art for him in Smash style, but I recognize that I didn't have the purest of intentions when posting the fake leak. I'm going to do my best to earn the respect that people have been generous enough to give me.

I also want to answer a few questions that I've been getting a lot.

Can you do [insert name] for Smashified?
I am taking suggestions. However! I probably won't be paying much attention to suggestions on deviantart, just because I'm not super active here. If you'd like your suggestion to be seen, you best bet is to tweet it with the hashtag "#smashified." I try my best to see all of the suggestions, but there are definitely a lot!

Do you do commissions?
For now, I want to focus on creating existing video game characters for the Smashified series. I work 2 jobs that keep me pretty busy on a regular basis, so I don't really have the time to take on additional work. However, I'm hoping to make myself available to do commissions sometime in the future.

What program do you use for your Smash style stuff?
Adobe Photoshop CC/2014.

Can you teach me how you do Smash style art?
A lot of people have been asking if I'm interested in making more in-depth tutorials about some of the techniques I use when making Smashified art. The answer is: Yes! I'm hoping to put together some form of tutorial in the future. How soon? I'm not sure. But know that it's on my mind.

(Update Feb 25)

Can you upload PNG of Rayman?
I've actually been planning on doing this, but I never got around to it. =P I'll do it ASAP

Can you share the PSD of Rayman?
So I had the idea to release the PSD of each Smashified character whenever I put up a subsequent episode. What do you guys think?

Can I use Rayman in a project of mine?
Totally. =) Just be sure to credit me wherever it's appropriate!

What music did you use in your videos, and where can I find it?
The music is a couple remixes I made specifically for Smashified. You can find both of them for download on my Sound Cloud: soundcloud.com/artsyomni

I'll update this journal entry if there are other common questions that come up. Thanks so much for being patient with me, and I hope the Smashified series can be a start to me giving back to the community! =)
  • Listening to: Game Grumps
  • Reading: Nothing
  • Watching: Game Grumps
  • Playing: Super Smash Bros Wii U
  • Eating: is good.
  • Drinking: Gatorade.
Sooooooo I've just graduated, yeah? And I've been transitioning from a life as a full-time student to a full-time creative. As such, I've been struggling to come up with ways to find time to pursue my personal ambitions as an artist, and it's come to my attention that I need a renewed sense of community. If you've been following me at all, you know that I'm pretty silent around here, but I'm looking to change that.

I remember being part of a community back in the day and growing so rapidly, but these days I've been under the delusion that I've somehow "graduated" from communities, and that I need to learn on my own now. But obviously that's a terrible idea. And it's beginning to show, as I see people around me growing super fast and surpassing me in many respects, while I've kinda stagnated.

So I'm looking for ways to get plugged in. Groups, forums, whatever it may be. I crave being challenged by other artists, and not just challenging myself. When I challenge myself, things get out of hand. =P

Anybody able to suggest some groups around deviantART with an emphasis on worldbuilding? Or anything really. I just need a community, and I'm not getting it where I am now. =P
  • Listening to: Random Access Memories
  • Reading: Nothing
  • Watching: Doctor Who
  • Playing: Nothing
  • Eating: Less?
  • Drinking: Water


Hey guys, just wanted to give you guys a little update!

:iconitsogden: (Phil) and I have started a YouTube channel called Consoleburger, where we'll be posting some Let's Plays as well as other video-game-related stuff. For our debut, we're introducing Phil to the Zelda series, because he hasn't played a single Zelda game before in all his years. (I know, RIGHT!?!?) We're starting him off on OoT on the original N64, since he was able to get the cartridge. We'll also be playing other games for single episodes on the side while the longer OoT episodes are going.

Our channel will be focusing on variety and heritage. We will strive to only play games on their original consoles, and up to this point, we've got 8 consoles between the two of us. If you have some time to kill, consider watching us and subscribing!

My own artsyomni YouTube channel is still in the works, but I most likely won't be able to dedicate any time to it until I'm out of college in May. Once I'm done, I'll be vlogging regularly, if time permits. Until then, give Consoleburger a try!

Oh, and I got a new icon. The old one had my old logo, which has long been abandoned. =P
  • Listening to: Brony Music
  • Reading: Nothing
  • Watching: YouTube
  • Playing: Cube Runner
  • Eating: Home-cooked meals
  • Drinking: Water
I'm not actually done with college, but I AM done with art classes, which means my creative efforts can finally be focused on work and personal projects! And boy, do I have big plans for the near future!

I might have mentioned this somewhere else, but I'm currently working on 2 video game projects! Can't reveal any details about them yet, but in the near future, we're planning on doing some vlogging about one of them, so I'll keep you all posted about that.

Speaking of vlogging, I'm planning on starting a video series on my new YouTube channel for teaching art! I've always had this weird fascination with creating curriculum and teaching what I've learned from experience, but I probably won't ever become an actual teacher at a school, so I figure this is the next best thing! I'll keep you all posted about that as well. Hopefully my formal training has taught me something that I can relay to some of you who are self-taught and are still building your skills.

Gonna be posting a little something soon. Stay tuned!
  • Listening to: Brony Music
  • Reading: Nothing
  • Watching: YouTube
  • Playing: Cube Runner
  • Eating: Home-cooked meals
  • Drinking: Water
Man, I've had so much stuff just waiting to be uploaded for the longest time now. A lot of stuff from 2 semesters ago. I finally got around to taking photos of the non-digital stuff at the end of last semester, but still never prepped them from upload until a few days ago, and I'm just now getting them up on here.

Oh well. Enjoy the giant wave of new art. Probably to be followed by another long drought. =P
  • Listening to: Spotify
  • Reading: Nothing
  • Watching: Video Game Highschool
  • Playing: function.repair
  • Eating: Ramen
  • Drinking: Fanta



EDIT: Accidentally linked to the old trailer. Fixed link to the release trailer. =D



Oh man! I'm so pumped right now. If you're following us on facebook, we announced yesterday that the game would release tomorrow. And today is tomorrow! Makes sense, right!?

Anyways, our game is now officially out, and you can buy it on the App Store for a limited-time price of 99¢! So don't delay or you'll miss out on the opportunity!

Click to go to the App Store


Function.repair Logo, function.repair icon, and Demergo Studios logo, © 2012 Demergo Studios. All Rights Reserved.
  • Listening to: Spotify
  • Reading: Nothing
  • Watching: Video Game Highschool
  • Playing: function.repair
  • Eating: Ramen
  • Drinking: Fanta

function.repair Promo Art is DONE!

Sun Jun 17, 2012, 10:13 AM



I've finally finished all the Promo Art for the game! It's been a bit stressful getting one done every day, especially since I didn't give myself any sort of buffer. But it's done now, and I can focus my creative energies on other things. Like.... another game project perhaps? Who knows? *nudge nudge*

Anyways, you can see the art in full force on our website (link above) and I certainly hope you'll take a look at what we have in store. This is our first game, and it's an exciting, yet scary time for us, since the way this game performs in the market will determine how we go forward. We can either continue to be a garage game studio, or we can start making games for a living, and the latter is what I want to happen sooner or later!

I have some people ask, "is your game only for iPhone and stuff?" or "are you going to port it to Steam?"
The answer to those questions are "Yes" and "No." Why? Well being a garage game studio trying to enter the market, the App Store has a very low barrier of entry for the amount of potential buyers. As we continue to grow, we'll begin exploring options for release on other platforms. For now, iOS is our best bet. But if you end up liking our games, your support will get us to that point faster!

So thanks to everyone who's been supporting me and my art up to this point! It's been great being able to grow artist with you as an audience of sorts, and making art over the past 8 years has allowed me this opportunity to potentially make games for the rest of my life: something I thought wasn't even viable going into college. So stay tuned for more from Demergo Studios, and I hope we can make games that you guys can enjoy!

Function.repair Logo, function.repair icon, and Demergo Studios logo, © 2012 Demergo Studios. All Rights Reserved.
  • Listening to: Spotify
  • Reading: Nothing
  • Watching: Video Game Highschool
  • Playing: function.repair
  • Eating: Ramen
  • Drinking: Fanta



Update on the game project! For those of you who don't know, I'm part of a startup indie game developer Demergo Studios, and our first game, function.repair, is going to be released very soon to the App Store for iPhone and iPad (and iPod touch). Now if you've been following us along, you'll notice that we didn't hit our original target release date: May 19th. More on that:

Once an app is submitted to the App Store, Apple's approval process takes anywhere from 24 hours to 2 weeks. We submitted our game during the week after the 19th, and received notice a week later that our app was rejected due to some minor technical issues. Had the submission been accepted, we would have submitted an update shortly thereafter, which would have fixed some minor bugs that were present due to us trying to get it out as close to the target date as possible. However, now that it has to be resubmitted anyways, we've fixed more bugs and added a bit more polish before resubmission.

To make a long story short, because we've been forced to release later, we're able to release a better game, which is better fo everyone in the long run.

All that being said, we now have our final and official promo site up! You can go there by clicking the logo at the top. The new site takes the place of our development blog. We'll be releasing new character art on the site every day until release, as well as on our facebook page.

So if you're interested in our game and our company, spread the word! It's our hope that this game is the start of bigger things for us. Our dream is to be able to make this our living, and this first step is a huge deal for us. We hope you enjoy playing the game when it releases. In the meantime, keep an eye on that page as we continue to update it!

Go to the Promo Site

Function.repair Logo, function.repair icon, and Demergo Studios logo, © 2012 Demergo Studios. All Rights Reserved.
  • Listening to: Spotify
  • Reading: Nothing
  • Watching: Video Game Highschool
  • Playing: function.repair
  • Eating: Ramen
  • Drinking: Fanta

Gameplay Trailer is Gameplay

Mon Apr 30, 2012, 1:18 PM





Hey everyone! I know I've been pretty silent about Project Fixbot as of late, but we've been so busy with development that I haven't really been able to make time to fill you in. Sorry about that!

To fill you in, the project's official name was announced over a week ago, and we've been pushing hard to get stuff done. The name of the game is "function.repair," and the game is all about a little robot named Fixbot who wakes up and finds himself on a gigantic, unoperational space vessel. He doesn't know where he is, but according to his programming, he is to repair the ship. So Fixbot sets out to fulfill his purpose, and along the way, he encounters some friendly faces and not so friendly aliens who are out to kill him. Why? He's not sure. But it just so happens that his repair arm also serves as a firearm. To make a long story short, watch the trailer!

To make up for my negligence, here's a shiny new gameplay trailer that we just released TODAY! Obviously the game is still in development, so nothing is perfect yet, but we've come a LONG way. This game is becoming a reality for us, and we're all super excited.

So click the thumbnail below to watch the trailer!!!

Function.repair Logo, function.repair icon, and Demergo Studios logo, © 2012 Demergo Studios. All Rights Reserved.
  • Listening to: Relient K
  • Reading: College crap
  • Watching: Let's Plays
  • Playing: Project Fixbot
  • Eating: Lots of salads
  • Drinking: Lots of water
Some things in life take you by surprise, and sometimes it can hurt a little—or a lot. But I've learned that you can't always try to fix everything that goes wrong. Sometimes, you just have to accept things the way they are, especially when you're the one to blame, but also when you're not. I'm in a good place in my life, and there are a lot of open doors that I might be able to walk through.

That's always been an interesting metaphor... "open doors." I've come to the conclusion that life is one big maze of doors and rooms. In every room of this maze, there's always more than one door through which you might go. We're not alone in this maze; we often run into other people as we try to find our way. Sometimes those people decide to follow you, and sometimes you choose to follow others.

Whether we're following others or following our own feet, sometimes door are slammed in our face. Sometimes after you pass through a door, it shuts behind your back. In times like these, we are often left alone. Oftentimes we linger in one room, trying to kick those doors down because we feel as if we can't move on unless we have something, or someone, that resides on the other side. Other times, we move on, but we spend time, effort, and pain to prop the doors open behind us, hoping that perhaps someday we might go back to that room and whatever we lost will still be on the other side of that door.

We often miss the opportunity to walk through an open door before it closes simply because we can't bring ourselves to leave behind whatever or whoever was on the other side of a door that has already closed. In many cases, whoever was on the other side has long since left—or in some cases, they were the ones who closed the door in the first place. We have to learn that doors always close so that the right door is the only one left open. Sometimes people will be there to walk with you through those doors, but not always. Value those who choose to stick with you, and for those who stay for a time and then go their own way, be thankful, not bitter. And in the rare case that you are led another way to reunite with those who were lost, recognize that every door in the maze was designed to either open or remain forever locked according to a blueprint that was lovingly drafted specifically so that you—and everyone else in the maze—would arrive at the right destination with the right people by your side. Without fail. Let that be an encouragement.
  • Listening to: Relient K
  • Reading: College crap
  • Watching: Let's Plays
  • Playing: Project Fixbot
  • Eating: Lots of salads
  • Drinking: Lots of water



But it is also very fun, turns out. =P We're 8 weeks away from our deadline and there's LOTS of work ahead of us. This past weekend, we ended up having a complete overhaul in the level rendering method, as Apple's famed mobile devices don't have dedicated video memory, forcing us to utilize the same memory dedicated to all other processes. As such, loading and rendering level graphics for our rather large levels has been a but of a struggle as far as keeping a strong framerate is concerned. So instead of using the "chunking" method as previous described in our project blog (Here's that blog post), we're switching to a tile system, which will hopefully cut down on the amount of unique graphical entities stored in memory at any one time.

Fortunately for me, my environmental art was already grid-based, so cutting it up into Tiles wasn't difficult at all, and I was able to get the basic environment tilesheet done within a matter of hours. Given our distance from the finish line, we've had to scale back quite a bit from our rather ambitious artistic plans that were conceived at the beginning of the project, but it's for the better. We are, after all, creating a rather simple game that is meant to be enjoyed on a very basic level. Future projects will easily grant us the luxury of more ambitious art plans, but for this project, I think something rather simple will be sufficient.

We're making forward progress with animations. I've handed the most complex animation over to the other artists to finish up, and got another enemy animation in the bag. Gonna be working on Fixbot's own animation very soon, which will be more minimal given the nature of his functionality and build.

But as you can see, I'm dancing around what the actual art style is. The only art we've released to the public can be found on our project website, and as the project moves forward, more and more concept art will trickle out. Hopefully sometime soon we can provide you with actual screenshots of gameplay! Until then, I hope to keep your interest by telling us about our adventures moving forward.

This project has been a lot of fun to work on, and hopefully the end product is as enjoyable for the players as it is for the creators! Stay tuned for more updates!! And of course, follow up on the blog for all sorts of updates that I won't be covering here.

Function.repair Logo, function.repair icon, and Demergo Studios logo, © 2012 Demergo Studios. All Rights Reserved.
  • Listening to: Relient K
  • Reading: College crap
  • Watching: Let's Plays
  • Playing: Project Fixbot
  • Eating: Lots of salads
  • Drinking: Lots of water

Announcing Project Fixbot!

Thu Feb 23, 2012, 1:08 AM



Hey everyone! Remember that unnamed video game project that we started about 5 weeks ago? Well we've actually been in production for a solid 2 weeks now, and the game was officially announced to the world around that time. Unfortunately, as the project has been keeping me very busy, I've only just been able to create this fancy new journal skin to celebrate the occasion.

So here it is! Project Fixbot. You can check out the project's website by clicking the logo above. The project website will be updating constantly, and you can read up on the project in our blog, which updates frequently as well.

So what is Project Fixbot all about? It's a very unconventional Platformer and shooter that utilizes the iOS exclusively-touch controls in a unique way. We understand how frustrating it is to play games using on-screen buttons, so we did away with non-tactile buttons and will be employing controls that are more typical of iOS games, involving taps and swipes.

Like many good games, our game has a story. It's not as directly involved as the story of our last project, but nevertheless, it is quite something. What's the story? Can't tell you that yet. =b But what I CAN say is that our protagonist is a humble robot who boots up and finds himself on a huge abandoned space vessel with only one task in his programming: repair.

As I mentioned before, I've had the privilege of being able to step up to fill the shoes of Jeremiah as Art Director for the company, and so I'll be able to keep you as informed as I see fit. I hope you'll get excited about this project, as I'm very very excited. Production is coming along smoothly, and I'm currently working on animations for the various characters. I'll finally be able to put my experience with the Kirby Idle Animation to good use! =b

I'll definitely be updating this journal more frequently from now until release. Stay tuned!

Function.repair Logo, function.repair icon, and Demergo Studios logo, © 2012 Demergo Studios. All Rights Reserved.
  • Listening to: All sorts of crap.
  • Reading: Javascript Tutorials
  • Watching: my weight... rise
  • Playing: Kirby's Return to Dreamland
  • Eating: check
  • Drinking: check


Project reveal and project website are immanent!

So pre-production has lasted 3 weeks, and is now over. We're transitioning into production now, and with that, a project website is being made by yours truly. Hopefully it'll be up by this upcoming saturday. This project has been moving at a MUCH more rapid pace than the first one. Concepting has been far more fruitful, and we've learned lots of lessons from the mistakes made in the bumpy development of the late Project Norwall. I'm fairly confident that we'll be able to meet our deadline, which is Summer of this year!

Stay tuned for more information about our new project!

Diver Helmet Logo © 2011 Demergo Studios. All Rights Reserved.
  • Listening to: All sorts of crap.
  • Reading: Javascript Tutorials
  • Watching: my weight... rise
  • Playing: Kirby's Return to Dreamland
  • Eating: check
  • Drinking: check


Long story short, Project Norwall was too big a game for a team that is continuously shrinking.

HOWEVER!

We're officially starting a new, smaller project for iOS! It's currently in the earliest planning stages, but a lot of things will be done differently. For me, the biggest difference is that I am now the project art director! Our previous art director has graduated and moved on to bigger and better things, but will still be periodically lending a helping hand when possible.

I can't tell you anything about the new project now (especially given there's still so much to be decided) but I'll be filling you in periodically throughout the course of the project! I'll be launching a project website in not too long. I hope you guys will join us for a new adventure!

Diver Helmet Logo © 2011 Demergo Studios. All Rights Reserved.
  • Listening to: All sorts of crap.
  • Reading: Javascript Tutorials
  • Watching: my weight... rise
  • Playing: Kirby's Return to Dreamland
  • Eating: check
  • Drinking: check
Hey Everyone.

Happy New Year! It's been a heck of a year for me in terms of growing as a person and as a designer and artist. I haven't done much leisure art over the past year, unfortunately, as I've been kept super busy with college. I've been hoping to post some of my college work soon... But I'm still alive and kicking!

Progress on Project Norwall is going... slowly. Obviously, we never met our goal to get the game released a summer ago. As always, we hope things can pick up, and they never do. It's just difficult to work on a game for free and still go about the rest of your life. But alas, we continue to push forward. There's still a long way to go, but we're hoping to improve our circumstances soon. I dunno if I've already mentioned this or not, but our game is now going to be for iOS (iPhone/Pod/Pad). Going forward, we're going to be creating our games primarily for the App Store, and perhaps as we grow we will expand to Steam and other viable outlets for Indie development.

On that subject, we're actually going to be starting a Kickstarter page. It'll most likely be starting some time towards the end of this month, so if you feel like giving us a little push, I'll let you guys know when that becomes available. In return, we hope we can make a quality game that people will enjoy playing.

As for me myself, I'm learning a lot in college. My teachers seem to be happy with my work, which is always a huge encouragement, but it also puts a bit of pressure on me, as I feel like I have to always go an extra mile to impress them... I end up killing myself for it—usually in the form of not sleeping. I'm going to be launching a personal website that will be a hub for all things me! including design, art, music, a blog, and various networks that I'm a part of (including this one).

Plans for this year... I plan on being busy with school again. I won't kid myself into saying that I'll get more leisure art done this year than last year. Looking back over the past 4 years or so, I often laugh and cringe at myself for how much of an idiot I've been in many respects. I hope to better myself as a person this year—not without some divine intervention—and I hope to continue to be a person that you find worth watching here on deviantART! Maybe I'll update this journal more frequently... as always, probably not.

So if you read all that, kudos! =b

Oh... and I changed my icon for the first time in years as part of my effort to unify my online identity.

Thank you all for watching me over the years, and I hope you have a great 2012! God bless!
  • Listening to: All sorts of crap.
  • Reading: Javascript Tutorials
  • Watching: my weight... rise
  • Playing: Kirby's Return to Dreamland
  • Eating: check
  • Drinking: check

Featured at IGN.com

Mon Apr 18, 2011, 8:50 PM



Hey everypeoples. Big stuff happening!

I've got some artwork that will soon be featured on IGN.com's Zelda feature, Hyrule's Most Wanted. You should totally go check it out, as there are a lot of other great artists being featured, and undoubtedly they're deserving of a gander. Or a looksie. Whichever you like. The site will reveal artwork by the handful for the next few days, so be on the lookout! Also, I might be posting stuff here relating to the feature, so stay tuned for that as well!

I dunno if I've ever expressed this before, but I'm a huuuuuge Zelda fan. I spend a good amount of time at the Zelda Board at IGN, and that's essentially what led to this all... in a sort of roundabout way. But to be able to express my fandom in such a public way is absolutely awesome. Couldn't ask for a better opportunity.

Thanks for all your support! It's not every day that an opportunity this big comes around, so thanks for your encouragement!

In other news, the development of the Project Norwall is going well, and we'll have a full reveal pretty soon, so you'll finally be able to see the title and a cinematic teaser trailer as well, which should give you some inkling as to the art style, which I've been having lots of fun with. If everything goes well, the product will be available for you to play mid-summer! Hope you guys are looking forward to it!

So go check out the feature! Do it! Please?










Featured at IGN.com
Mon Apr 18, 2011, 11:50 PM





Hey everypeoples. Big stuff happening!

I've got some artwork that will soon be featured on IGN.com's Zelda feature, Hyrule's Most Wanted. You should totally go check it out, as there are a lot of other great artists being featured, and undoubtedly they're deserving of a gander. Or a looksie. Whichever you like. The site will reveal artwork by the handful for the next few days, so be on the lookout! Also, I might be posting stuff here relating to the feature, so stay tuned for that as well!

I dunno if I've ever expressed this before, but I'm a huuuuuge Zelda fan. I spend a good amount of time at the Zelda Board at IGN, and that's essentially what led to this all... in a sort of roundabout way. But to be able to express my fandom in such a public way is absolutely awesome. Couldn't ask for a better opportunity.

Thanks for all your support! It's not every day that an opportunity this big comes around, so thanks for your encouragement!

In other news, the development of the Project Norwall is going well, and we'll have a full reveal pretty soon, so you'll finally be able to see the title and a cinematic teaser trailer as well, which should give you some inkling as to the art style, which I've been having lots of fun with. If everything goes well, the product will be available for you to play mid-summer! Hope you guys are looking forward to it!

So go check out the feature! Do it! Please?

  • Mood: Optimism
  • Listening to: Andrew Bird
  • Reading: Rumors about Project Cafe
  • Watching: and waiting
  • Playing: Project Norwall XD
  • Eating: not as healthily
  • Drinking: lots of water






  • Listening to: Andrew Bird
  • Reading: Rumors about Project Cafe
  • Watching: and waiting
  • Playing: Project Norwall XD
  • Eating: not as healthily
  • Drinking: lots of water

Cinematic Trailer Coming Soon

Mon Mar 21, 2011, 9:34 AM





















Hey everyone!

Did a whooooole lot of tinkering with the journal CSS until about 3AM to get this neato teaser "widget" up. We're going to do a big reveal pretty soon, via a cinematic trailer. There won't be any gameplay, but hopefully it'll wet your tastebuds (is that a real figure of speech?) for the story aspect of the game. The blog will be lighting up with information, and I suspect our twitter account will start blurting a mating call (c wut i did thar?) as soon as that trailer hits. In the meantime, just enjoy the teaser and get following us on twitter and facebook and subscribe to our YouTube channel!

As far as my own contributions into the game, I've been working on that horse. It's been a pretty big experiment to me, since I've never drawn many animals, let along animate them. But I think it's turning out pretty well. I've got the side directions done, so everything else should fall into place pretty soon. After that, I've gotta work on some other animal sprites, so hopefully my experience with the horse will carry over.

Hopefully we can get a proper teaser site up. At the moment, the blog is our primary source of information regarding the progress of the game.

Anyway, if you're not already following us on this little journey, definitely check it out. It's a huge undertaking for us, but hopefully it will lead to some bigger and better things, and hopefully we can deliver a product that you all can enjoy!

Tell your friends!










Cinematic Trailer Coming Soon
Mon Mar 21, 2011, 12:32 PM





Hey everyone!

Did a whooooole lot of tinkering with the journal CSS until about 3AM to get this neato teaser "widget" up. We're going to do a big reveal pretty soon, via a cinematic trailer. There won't be any gameplay, but hopefully it'll wet your tastebuds (is that a real figure of speech?) for the story aspect of the game. The blog will be lighting up with information, and I suspect our twitter account will start blurting a mating call (c wut i did thar?) as soon as that trailer hits. In the meantime, just enjoy the teaser and get following us on twitter and facebook and subscribe to our YouTube channel!

As far as my own contributions into the game, I've been working on that horse. It's been a pretty big experiment to me, since I've never drawn many animals, let along animate them. But I think it's turning out pretty well. I've got the side directions done, so everything else should fall into place pretty soon. After that, I've gotta work on some other animal sprites, so hopefully my experience with the horse will carry over.

Hopefully we can get a proper teaser site up. At the moment, the blog is our primary source of information regarding the progress of the game.

Anyway, if you're not already following us on this little journey, definitely check it out. It's a huge undertaking for us, but hopefully it will lead to some bigger and better things, and hopefully we can deliver a product that you all can enjoy!

Tell your friends!

  • Mood: Optimism
  • Listening to: Whatever's playing
  • Reading: --
  • Watching: You
  • Playing: Project Norwall XD
  • Eating: healthier
  • Drinking: lots of water






  • Listening to: Whatever's playing
  • Reading: --
  • Watching: You
  • Playing: Project Norwall XD
  • Eating: healthier
  • Drinking: lots of water
So...

As I'm beginning to make this transition from a hobbyist to a professional, I'm starting to wonder if I should create a new deviantART account. One that does away with this massive void between my real identity (Omni Jacala, graphic designer) and my online identity (hextupleyoodot, digital artist), which I've been trying to merge as of late.

I'm really wondering if it's even necessary to try to merge these two identities in the first place. After all, as a graphic designer, is it important that people know about the super-realistic Pikachu that I rendered in Photoshop? Is such a migration necessary, or should I simply create a new account while keeping this running? That seems like a viable solution on YouTube—creating secondary accounts for alternative content—but is that something I should do as an artist and designer?

And there's another thing. I recognize that, while I may think I have varied talent... is it a good idea to try to promote myself as a multi-faceted artist and designer?

To further complicate things... where exactly do I want to take my talents? I really enjoy branding and packaging design and other things relating to identity, but as you all very well know, I'm also a hobby digital artist who dabbles in Photoshop and all sorts of other things. I'm also heavily involved in this video game project, Project Norwall, and I honestly have no idea where that might take me. I may start to delve further into the realm of video game art, be it graphical or concept/promotional (most likely promotional if I were to go that route, seeing the kind of work I do). Or this project might just be a blip on my radar that's happening now and will just be another crazy thing I did in college.

Not really sure.

Regardless, I'm moving forward in finally creating a website for myself dedicated to my design services and perhaps also my illustrative talents. A blog will be involved. So, should I carry over everything I've built for myself as "hextupleyoodot?" (this would include a rather empty and eclectic YouTube channel and obviously this deviantART account)

I'll be contemplating over these things in the coming weeks. We'll see. Hmm.

At any rate, I definitely want to thank everybody who has supported me as an artist here on dA. I may not have been the most active player here, and yet people, by the tens of thousands, have been around to appreciate at least 1 thing I've done during my time here. You guys (and girls) are all awesome. And I definitely hope you'll continue to be on the lookout for my work in whatever I decide to pursue.
  • Listening to: Whatever's playing
  • Reading: --
  • Watching: You
  • Playing: Project Norwall XD
  • Eating: healthier
  • Drinking: lots of water

Tiles and Horses

Fri Mar 11, 2011, 9:07 AM


Just a little update on the game. We're progressing at an... acceptable rate. We've got a near-final build of the first locale up and running. Or at least we did. I think we're having some programming issues. But that's all over my head. =P What I do know is that tiles are immensely important and immensely tedious to make. But if I skimp on the tiles, we'll have some ugly and monotonous ground. I'm beginning to develop a huge appreciation for sprite artists who worked back in the day when sprites were all hand-made.

I've also been given the task of creating some horse sprites. I've got no experience in animating animals, so it'll be an interesting experiment. Hopefully this experiment plays out as well as most of my other experiments (AKA: my deviantart gallery =P).

We've got some cool videos on the way, including some developer interviews. So you'll get to see me talk awkwardly in front of a camera. =P Hopefully, when college lets up, I'll be able to put together a proper website to show everyone. In the meantime, our blog is up and running, and as always, you can follow us on Twitter and facebook!

So keep your ears peeled. Or your eyes open. Or whatever. =P

Diver Helmet Logo © 2011 Demergo Studios. All Rights Reserved.
  • Listening to: Whatever's playing
  • Reading: --
  • Watching: You
  • Playing: Project Norwall XD
  • Eating: healthier
  • Drinking: lots of water