Art by yours truly.
Finally I get to reveal what I’ve been secretly after for a while!
Yup! I’ma give these babies away to people because I love giving away shinies.
- Bonbon the Chespin ♀ - Adamant - Mischievous
- Taffy the Fennekin ♂ - Modest - Mischievous
- Fizzy the Froakie ♂ - Naughty - Takes plenty of siestas
All three babies were bred for, so they are all completely untouched. :3
So, this time I’ll have 3 ‘places’ instead of just one. Here’s what you get!
- 1st place - Gets to choose whichever one of the three they want.
- 2nd place - Gets to choose one out of the two left.
- 3rd place - Gets the last shiny baby.
Alrighty! So now down to the rules.
- 1 Reblog and 1 Like per entrant
- You don’t have to be following me for this giveaway. However, if you are you get special bonuses! I will offer to change the nickname of the baby for you to whatever you’d like, as well as EV train them for you in whichever ways you’d like them trained.
- Leave your ask box open so I may contact you if you win, of course!
Giveaway ends on November 25th. All winners are required to respond me within 24 hours or someone else will be chosen.
Good luck everybody.~
February 13, 2012 at 7:07pm
New Blog Space
I just thought I’d advise you that my new blog is located on my official portfolio site, konstantino.me. Please check it out and keep tabs on me there!
January 18, 2012 at 12:40am
"Soundscape for Takuya," a sound design project created based on the motion graphics work of Takuya Hosogane.
December 19, 2011 at 11:06pm
Documentation for Super Unique Top Down Puzzle RPG 9001, an experimental gaming experience created by Jonathan Séguin and myself.
Super Unique Top Down Puzzle RPG 9001 is a multiplayer video game installation that requires two players to cooperate while separated in physical and virtual space. Our work is driven by the idea that every medium is traditionally limited by the expected interaction it affords: for example, a video game carries the expectation of being seen and heard simultaneously. These conditions are similar in that either element is tied to one of the five senses – but if these “expected” attributes were to be fragmented, how would the end users cope with the changes? We plan to explore this “fragmentation of the senses” by distributing the primary sensory outputs of traditional video games across two very different playing experiences: one player will see the game, and one player will hear the game.
Tones is an interactive software piece that generates musical patterns based on colour data from a live camera input. Visuals are fed from the camera and downscaled to a 10x24 pixel grid, where the darkest pixel of each column is marked in orange. Sound is continuously generated and reiterated based on the height of these marked pixels, where the height is either proportional to the pitch of a note or the volume of a track.
The work attempts to create a codependent relationship between two distinct forms of sensory communication, audio and visual, looking at how data can be repurposed and translated from one function to another. Marking the darkest pixel of each column enables users to plainly see how their presence affects the data provided to the computer, but they must uncover on their own how their position and movements contribute to the generated sound. Users are invited to explore how their interaction with the piece contributes to the sound generation without being given any definitive guideline or affordance, in turn creating both a generative output and generative user interaction.
A recent project I worked on with my good friend Jonathan Séguin, entitled “Super Conveniently Head-Controlled Face Fighter 10987654321” (and yes, I know that’s a mouthful).
Face Fighter attempts to transform traditional views of retro and retro-styled video games by means of a non- conventional control interface. Because modern mainstream video games typically use advanced game engines, 3D graphics, and rely on powerful machines to run – retro-styled games are denounced, sanctioned off for independent developers working on low-budget projects, only for their work to be consumed by the nostalgic. We propose a video game that harmonizes new technologies with retro aesthetics. Face Fighter is an old-school “shoot’em up” that is controlled not with a d-pad, but with your face.
The premise of Face Fighter is simple. The player controls a combat ship flying through outer space, being mindful of incoming asteroids (and a dominant “boss” figure, which happens to be a face itself). Instead of using a game controller to influence gameplay, the player controls their ship through a purely camera-based, continuous interface.
Software tracks the player’s head and creates coordinates in the software space, directly corresponding to the direction and speed the ship flies in at any given time. To shoot, the player tilts his or her head downward. This non-conventional interface is juxtaposed with aging visual and audible cues to create an entirely new experience for the participant.
December 12, 2011 at 5:17pm
"Generic Lava Platformer 5000" is a simple platforming game I worked on (primarily the pixel art and game design, as usual). It carries a retro 8-bit aesthetic and is based on the childhood game "the floor is lava." The player must avoid the rising lava below by jumping from platform to platform. As time progresses, the lava rises faster and the platforms become smaller. The longer you last, the cooler are!
December 11, 2011 at 6:26pm
Plasmata is a project that aims to create an educational environment through gameplay. Two iPads function as touchscreen inputs to manipulate colour selectors. Users can then grow “plasmata” or colour orbs, which they launch at the opposing user. In future development plasmata will possess different properties based upon their colour and volume and will introduce fast-paced strategic gameplay based on the interactions between plasmata.
A pre-cursor to our “Plasmata” project. Ghost Image is an experience made to drive emotion through the simplicity of colour. Users can create orbs (similar to those from a lava lamp) through a custom arcade-esque control interface.
Orbs can be grown by holding down a button on the controller, and are launched once a button has been released. Each button generates an orb of a designated colour, and holding down multiple buttons at the same time will generate an orb of mixed colour.