In the re-launched 2017 edition of episode 1, we’re going to get a look at the workshop, tools and techniques used to create Jack Houston and the Necronauts, an adventure game that uses stop motion animated characters and creatures, and miniature model interiors all photographed and pieced together in digital matte paintings much the way optical effects were put together for classic sci-fi films.
The game is set in a hard boiled, 1940′s style world of bubble helmets, rockets and ray guns, with inspiration from the fantasy novel worlds of authors like Edgar Rice Burroughs and Robert E. Howard.
An earlier version of this episode appeared shortly after the Jack Houston Kickstarter, but it is now presented in a shorter, tighter format with extra material showing even more of the modeling work and miniature photography results.
Presenting the first issue of The Observatory: Official Newsletter Of Warbird Games Development!
This newsletter has been made possible by you guys, and I greatly appreciate it!
My original thinking was to create a simpler PDF update for higher tier patrons, but since there would be very few people currently eligible to receive it, I’ve decided to expand it a bit and make it available to everyone! I will be offering special consideration for the higher tiers, including offering a full page ad for some, which you can use to promote your own projects, or a project or cause that you would like to bring attention to. This will start with issue #2.
This newsletter is specifically a product of the Patreon page, and a way to show my appreciation to you all for helping me to keep things going smoothly. You have no idea how critical your continued support has been. It’s really saved me at key moments these last few months. Thank you all!
Using Photoshop to create a digital matte painting for the swampy pit scene in Jack Houston and the Necronauts. This timelapse shows me painting and interacting with viewers on Twitch. You can watch streams like this live at: twitch.tv/warbirdgames
Watch me sculpt, from start to finish, the sculpture that will be molded to create the foam latex stop motion figure for Meg in Jack Houston and the Necronauts!
This took me over 40 hours of sculpting time, condensed here to 50 minutes. I’m using Chavant NSP Medium w/ 60w bulb to heat, canned air to cool. Armature is made of aluminum wire w/ steel wire wrap & plumbers putty.
Featuring the complete album “Mind Music Matter” by Ketsa
We had a seriously cold, snow blanketed winter here. I hope you have all stayed warm. I’m opening this update to everyone, because it’s been a while since I’ve posted anything publicly here and I wanted the community at large to get a taste of this project as it’s looking now.
Shot some live streaming of my sculpting process today, creating the sculpture that will serve as the master for molding the Jack Houston stop motion figure. After creating each arm somewhat differently, I decided to quickly rake down the right arm and re-build it to better match the left. Video is sped up 500%.
It has been a long process to get completely moved to Oklahoma, settled in and back to normal, and the truth is I’m still not there 100%. But soon I’ll be able to get back to the sculpting, building of the background scenes and modeling so that I can start producing more nifty stuff like this:
First, check out the cockpit of Jack’s rocketship, the Kronos I (formerly the Bimini in the original teaser):
Next, feast your eyes on the foreboding entrance to an ancient jungle temple perched on a rocky hilltop that plays heavily into Jack’s adventure. Grab a torch and proceed with caution or you may be eaten by a grue…
Among the systems I’ve been working on are a text parser computer access terminal in the style of “Mother” from Alien. Although you will notice that I have been sticking with the amber monochrome monitor theme consistently through out the game. It’s a less common look that I think is under used, and it matches Jack’s golden space suit, so it’s a win-win:
The New Website
One of the features of the new site is a .plan section in the blog. That’s right, it’s a retro sci-fi game in a retro genre, so why not bring back the .plan? This is where you will be able to find my coding activity nearly daily (when I am coding), and I will be expanding it to include all my development activities soon, so that there are not gaps.
The really cool news is, I have actually been keeping this .plan log since last May! So you will be able to scroll way back and see a glimpse of my work for the last few months.
I am working on a new format for my behind the scenes show “Fantasy Workshop”, and once my actual workshop is up and running again here in Oklahoma, I will be able to continue with the livestreams and YouTube videos. In the mean time, here is a little preview of episode #2:
That’s it for now. Next, look for 1) an announcement that the game has reached the alpha stage, 2) livestream videos to start again, 3) semi-daily .plan blogs!