Hello,I am
Jolly Squid StudiosAnd I make
Video Games
So what’s this about?
It's not too often that you're around to witness the birth of a new art form.With the invention of video games, we've been given the power to create and explore simulated universes, however crude they may be.I've always been fascinated with games in general, but video games give me a way to create unique experiences and share them with people all over the world.In this half-century-old form of human expression, I want to create works that truly stand out, works that change how we think about art, video games, and the universe.Or maybe just screw around and make something fun.Who knows?
Some cool things I did
I've learned software to deal with every aspect of video game creation in order to bring my many ideas to life.My specialty lies in gameplay programming and design, but to facilitate these endeavors I've picked up a lot of other skills along the way.
This is a procedurally generated terrain system that I made. It uses a standard implementation of layered Perlin noise, and the noise parameters can be changed at run-timeThe height of each vertex is inputted through a curve, allowing for the creation of more dynamic terrains, such as layered plateaus and volcanoes.A mesh is then created, as well as a collision shape to accompany it, and then a texture is generated based on the height of each vertex.As you can see I also created several skyboxes to go with the terrains, and environmental particle effects to match.
An active ragdoll I made. All of his movement is entirely physics-driven, but he rotates toward the camera and walks (he tries his best) like a normal TPS character would.I also figured out how to do an outline on him, I'm not sure why, that might come in handy someday.I have a lot less to say about this guy than I do about the terrain thing as he's a lot less complicated, but I didn't want to leave all this blank so here's another paragraph.
This is a basic first-person shooter prototype that I made. You can tell that my 3D art skills aren't photorealistic, but they'll do for a prototype, and give me enough to work with so that I can incorporate actual art at a later stage of development.This was one of my earlier projects, and I learned a lot about UI and 3D transforms from it.My 3D art skills have improved a little bit since then, but not by too much, and this is the most complete demo that utilizes them.
These are just a few sketches I did to show off my abilities with vector graphics, I also designed my own logo.Of all the softwares and tools I've learned to make games, Inkscape has been one of my favorites to play around with.I usually animate these drawings skeletally in the game engine, but recently I've started looking into more frame-by-frame animation.
A game inspired by D&D and Spelunky, as of yet unfinished but I might come back to it if people show an interest.Weapons are switchable, the character has different skins, there are several special abilities, and every dungeon is procedurally generated and possible.
A 2D platformer I made based on my own concept of having to die on every trap and hazard in a level to progress.You play as the stickman featured on caution signs, and your 9-5 job is to be killed by things so that they can put your picture on the caution sign.The character is animated in a frame-by-frame fashion, just to play with the functionality.
A hand-painted 3D demo scene I did a while ago. I haven't had a lot of experience in this field just because it takes more time than is necessary for my prototypes but it was interesting to play around with.
A more advanced 3D animation I did, the mech is fully IK rigged and ready to be brought into the game engine and programmed.