Sorry for not posting in a while.
Usually I don’t make any concept art. I just have an idea (or make a super simple doodle) and jump straight in. Impressionistic 3D modelling!
But – Sometimes I make a rough concept. Here’s an example:
Archive for the ‘Art’ Category
From 2D to 3D
Tuesday, April 13th, 2010Easter
Wednesday, March 31st, 2010Story and dolls
Wednesday, March 24th, 2010Last summer it was decided that ilo and milo needed some kind of story. But how would it be presented? The initial idea was to have kids drawings, but that felt somehow like it had been done a lot of times before. So I came up with the idea of presenting it through photographs of stuffed ilo and milo dolls. We contacted Margaretas Dockskåp here in Malmö. They agreed to make the dolls.

Newly born ilomilos, on their way to the office!
We printed out big pictures of backgrounds and props on some nice glossy paper, to create a little stage for our photos.

Working hard, hardly working

Picture, before color correction and stuff

Final story picture. This looks shopped…

Fabric-ilo prototype (hence the weird colors) to get the shapes right. The legs are a bit to big…
What’s going on?
Friday, March 12th, 2010Ok, been slacking with this blog for a little too long, so let’s do a round-up of what’s happening in the project!
Right now we are working on a number of different things.

Martin is as usual busy creating (mind bending) levels.

Johan has finished some camerascripting, co-op stuff and is now working on touching up menus – fixing transitions, making animations for icons and stuff like that.

Björn coded behaviour for a new creature and a new placeable cube. He’s currently working on system to log data from user tests and system for unlockable secret stuff (and one of those secret things is awesome. Will return for more info when time is ready).

Carl is working on set dressing the levels – Placing and animating props.

Daniel have done a lot of new sounds – voices for creatures, storysounds, menu blips and blops. He’s also composed songs for the tutorial puzzles the story.

… And I (Simon) have been creating co-op specific assets, fixing and touching up the last menu assets, writing texts (manuals and boring stuff like that) working on the story sequences, and getting in some cameos from other games in to our game (more on that topic later…).
Fredrik and Kim are visiting GDC to talk with people and do some ilomilopimping.
Also! Some links! Clicky clicky!
1up has a preview on ilomilo! (… one thing though: the video is showing an unfinished level with no props whatsoever)
Swedish community loading.se has got some exclusive ilomilo screenshots!
Alright then, See you later.
Ambient occlusion
Wednesday, February 17th, 2010A nice little render effect, called ambient occlusion, recently made it into ilomilo. As mentioned in an earlier post, all textures have occlusion baked into them, but now characters cast nice occlusion shadows on all objects in the level.
Some of you may not know what Ambient occlusion means. Well neither do I, but this is what wikipedia told me:
“Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces.”
So basically it just makes things look nice.
Two new characters
Friday, January 15th, 2010Cube doodles
Wednesday, December 16th, 2009Some very early doodles of cubes, just to get som basic ideas of settings and stuff. Actually, these doodles are probably one of the first things I made for the ilomilo project.

When I look at them now I realise that much of these ideas made it into the game.
Might as well post a screen. This one is from a tutorial level. Here you go:

Real cube to digital cube
Wednesday, December 9th, 2009ilomilo on Radio Speltorsk Podcast
Thursday, November 26th, 2009Interview with Fredrik and Simon on Radio Speltorsk! It’s only in swedish.
Click here to listen to the show! The interview starts about 14 minutes in or something like that. Don’t miss the music from the game after the interview.










