Another abandoned gas station concept.
This one was constructed from a plan and a side elevation using a perspective technique that, through the magic of a bazillion straight lines, projects these 2D renderings into a 3D space and this is now my favourite drawing thing ever.
It’s been a long time since I posted any drawings which is weird because of how quiet and uneventful 2020 was. You’d think with basically nothing going on I’d have got more done. 🤔
As far as I can tell, there is currently (iOS 12.4.1) no official way to get Swift Packages (or any external library) into a Swift Playground on the iPad, so is very much a workaround, emphasis on the work.
Adventure games have cutscenes and I’m currently deciding what the best way of doing them is.
/Dev/World is a three day conference in Melbourne covering everything Apple-related. It was my first time there and it was incredible. All of the talks were excellent and everyone was welcoming and friendly.
These are my notes, published here mostly so that I can tie all the things I learned directly back to the people who taught me. Blockquotes are paraphrased from the talks.
20 minute pose (with some additional refinement at home).
I wasn’t able to make it to this week’s session as I was nerding out at DevWorld, discussing (among other things) the finer points of adventure game dialogue text parsers.
45 minute pose from from last night’s life drawing session. Very much enjoyed it and I’m happy with the solidity of the forms and the proportions but I ended up bearing down too hard on the shading and highlights to the point that she looked like she’s made of plastic!
Last week’s life drawing, 45 minute pose.
Last year I wrote about my Generic Node Component which I use as the basis for displaying nodes in an ECS-based game. Since then, I’ve refined this approach in a couple of ways.