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Topic : "Capt.Flushgarden" |
whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Tue Mar 06, 2012 1:46 pm |
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I came upon this clip roughly 3-4 months ago and it was posted on the frontpage on the web-based newspaper "Aftonbladet" swedish mainstream media, not as a headline or anything but it was a newsclip anyway.
Capt.flush "John Wallin" talks about where he got his inspiration from, Marathon is mentioned. And then he talks about that he is doing concepts for Halo 4. Some questions and answers are about his activity on some forums, nothing mentioned about Sijun though....
And then there are some tips for beginners and what they should think of when they are starting out.
Don't think I have time for a translation, thought you old timers would like to see what Flushy is up to though.
http://www.youtube.com/watch?v=C_dBUeZXUyg
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Tue Mar 06, 2012 6:05 pm |
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Nice find.
Halo 4 is kinda exciting* from an art perspective. In addition to Capt.Flushgarden they've got another Sijuner in the form of Sparth (Nicolas Bouvier), and given Craig Mullins' (SpoogeDemon) long history with the Halo franchise you'd have to expect they'd want him on board too. On top of that list, he's not a Sijuner but the Halo 4 art director is ex-id Software art director Kenneth Scott (Protofiend).
If you were going to compile an art team wish list, those four would be it.
* exciting
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Bonus: this page has a full-size version of Mullin's cover art for Halo Encyclopedia:
http://forums.bungie.org/halo/archive37.pl?read=1100242 _________________ Art Links Archive -- Artists and Tutorials |
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Tomasis member
Member # Joined: 19 Apr 2002 Posts: 813 Location: Sweden
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Posted: Fri Mar 09, 2012 1:57 pm |
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cool!!
hopefully captflushgarden can chim in here no he is busy as hell probably _________________ out |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Mon Mar 12, 2012 1:38 pm |
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Sumaleth wrote: |
Nice find.
Halo 4 is kinda exciting* from an art perspective. In addition to Capt.Flushgarden they've got another Sijuner in the form of Sparth (Nicolas Bouvier), and given Craig Mullins' (SpoogeDemon) long history with the Halo franchise you'd have to expect they'd want him on board too. On top of that list, he's not a Sijuner but the Halo 4 art director is ex-id Software art director Kenneth Scott (Protofiend).
If you were going to compile an art team wish list, those four would be it.
* exciting
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Bonus: this page has a full-size version of Mullin's cover art for Halo Encyclopedia:
http://forums.bungie.org/halo/archive37.pl?read=1100242 |
lol is the ballett dancer supposed to be there? lol spooge hiding stuff haha......
Thanks for the link btw. |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Mon Mar 12, 2012 3:05 pm |
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whom wrote: |
lol is the ballet dancer supposed to be there? |
That's Cortana, Master Chief's AI companion through all the Halo games. _________________ Art Links Archive -- Artists and Tutorials |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Tue Mar 13, 2012 10:47 am |
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Sumaleth wrote: |
whom wrote: |
lol is the ballet dancer supposed to be there? |
That's Cortana, Master Chief's AI companion through all the Halo games. |
ohh
lol, well I am not that into depth with Halo, always felt like there are too much of opened spaces in those games.
Funny though. Wasn't it Spooge who tried to hide something in one of his pieces? Like an AC condition unit in 19th century time.
Remember something about that from the old days.... |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Tue Mar 13, 2012 3:24 pm |
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I don't remember the AC thing, but he does have a bit of a sense of humor so it wouldn't surprise me. I'll need to have a browse through my archives.
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You don't like open spaces in first person shooter games? My problem with the genre, for a long time, was that the games didn't have massive large open spaces. If they had outdoor environments at all, they'd be set at the bottom of canyons, or alongside oceans, or surrounded by impenetrable buildings, etc. In other words, fake environmental barriers. The developers would say that these were solutions to hardware limitations, but I never really had a sense that anyone was trying to solve the problem.
Trespasser made some good progress, but it was never really explored again until Far Cry, and the huge success of that engine finally got everyone looking at it seriously. And massive open environments have been a feature of the last two or three of generations of that sort of game. Makes me happy.
As you can probably tell, it really did bother me. _________________ Art Links Archive -- Artists and Tutorials |
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