Progress images of my latest piece, Dryad.
Here are some more texture pic’s. It’s still only raw photos so no tileables or otherwise “ready for use” – textures.
As before, if you use my pic’s to create some fantastic textures, I’d really appreciate it if you’d share them with me (just throw me a text through the contact form)
Also – I will remove stuff if I find that I need the space for newer content, so if the links don’t work, just send me a message
So let me tell you a little bit about how I ended up where I am today.
I was brought up in a family of artists and as I learned to walk and talk, I also learned to express myself visually. I can’t remember a time I haven’t been drawing and painting, and for me, creating images has always been about telling stories.
The art world I got to know was the traditional one. I learned from my grandfather and my mother, and as they taught me about composition and techniques, they also told me stories about the old masters, and their own favorites. And I quickly figured out I wanted to be a painter when I grew up.
Now this doesn’t mean I didn’t have other interests. I was also introduced to computers at an early age, as my mother started studying IT and programming in the mid 80’s. I remember she brought home a computer, which quickly became a point of gathering for the children in the neighborhood. We would play fantastic games like Snake and Pacman, and something called Castle (or something like that). And although these games were just green blobs on a black background, In my head there were knights in shining armor slaying dragons and all sorts of other fantastic things. It really didn’t take long for me to get lost in the world of computer games (imagination… it’s a hell of a drug).
Then one day, I’d been visiting a friend, and I came back shaking in excitement, (my mom loves telling this story) talking about a machine you could connect to your TV, and you could control this little dude, and you’d travel to all these different worlds, and there were monsters and creatures and princesses and omgomgomgomg! My mom was picturing something like Avatar. I’d had my first encounter with Nintendo, and the game I had played was Super Mario Bros 1. Needless to say, my mom was a tad disappointed, but for me, this was the start of a beautiful relationship, and an ever lasting love for games.
However, art and games were still two very separate things in my world, and I kept working towards my goal of becoming a traditional painter.
Then Myst happened, and art and games were no longer two separate things. It would still take some time before I transitioned into digital media and decided I wanted to get into game development, but Myst was the game that started the process, and (to get a little emotional), set me on the right path.
For those who know me, you know exactly how big a Myst fan I am.
Since Myst was first introduced to me by my uncle back when I was about 13 years old, the franchise has been a major influence, and I dare say, one of the great loves of my life. In fact, the Myst games have been such an influence that when I was having my lifeline (consisting of all the important dates in my life) tattooed on my arm, the only right choice of lettering was the D’ni numerical language.
I have played every single game over and over. I’ve explored, gotten lost, and been mesmerized by the beautiful worlds, fantastic stories, and wonderful mysteries. And when they announced that End of Ages was to be the last in the series, I actually shed a tear in desperation as the realization that I’d never set foot on another age hit me.
Today I’m sitting here at my computer, along with so many others, shaking in anticipation, as I’m following Cyan’s kickstarter campaign for their recently announced game Obduction. The game is being called a spiritual successor to Myst and Riven, and I can honestly say I haven’t been this excited about a game since,.. well,… the release of End of Ages. I would never have expected that sitting on needle points for hours while watching a number slowly ticking towards it’s goal could be this exhilarating.
I want to thank Cyan for the experiences and inspiration they’ve given me over the years, and for being partly responsible for me ending up as a game developer. And I just can’t wait to follow the production of this game through the next couple of years
Walking to work the other day, I suddenly found myself in texture Eldorado! They were apparently renovating the stair case, and had scraped the paint off all the walls. I took a bunch of photos, and figured I’d share them with you guys. These are the raw photos only (taken with my phone) , as I haven’t had time to fix them up yet. If any of you use them to create some awesome textures, I’d really appreciate it if you’d share them back with me
Full zip folder – 39 pic’s: Paint
(Update) You know what… have my concrete folder as well. Some of my favorites are in here: Concrete
A few samples:
Some of the videos of the amazing Konsoll talks are up. You can find them at: http://no.twitch.tv/spillmakerlauget/profile
A few are still missing, but they will be there soon.
Last week Konsoll was arranged for the 2nd time. It was an amazing half week which I’m truly grateful to have been part of. People came from all over the country, even some from abroad, to see the talks, attend the workshops, and hang out with other students and developers, not to mention our fantastic speakers.
In addition to the 200 participants who were there, we also had 300 unique viewers watching a total of 235 hours of live stream. This gives us a total reach of 500 people, which is about four times that of last year.
The main goal of Konsoll is, of course, to educate and inspire. This year we had a great lineup of speakers, including Ernest Adams, Emmy Jonassen and Luke dicken, who did an exceptional job at just this.
Between them they covered a broad aspect of topics that truly managed to capture and involve the audience, who really took advantage of the opportunity to ask questions and engage in discussions.
I really enjoyed every single talk, but have to give an extra mention to Emmy Jonnassen, who’s talk on how to market your game on a zero budget certainly is going to be a big help for a lot of the students and developers who were there.
In addition to the talks, the wonderful Alex Trowers and Ken Wong gave workshops in their respective fields, which certainly seems to have created an appetite for more. And, as always, it was a true delight getting to hang out with the two.
Which brings me to the parties. There is of course no conference without the mandatory conference party. This year we had two. One to open and one to end the event, which may seem a bit much seeing that it only lasted for two days. It was all great fun though, so no regrets.
For the first party we carried on a tradition from last year, and gave developers the chance to showcase their games. Having people walk around with their drinks, trying out different games, and hanging out with friends and like minded seems to be a winning concept, and to quote one of our speakers – Where else do you get to play Vikings on Trampolines in a bar? (That game is awesome btw)
The second party was combined with this month’s dev beer, which is the monthly developer get-together here in Bergen, arranged by Spillmakerlauget. It’s a hangout and networking event, and that’s what it was this time as well, except this time the Bergen Student Radio were there to interview our speakers as well.
Links to the interviews:
As our grand finale we decided to repeat the great success from last year and arrange a Dragon’s Den where local developers could pitch their idea to a panel of experienced game developers, investors and businessmen, for feedback and advice. The participants also get to test their ideas on the audience, whom we gave the opportunity to vote on their favorite project. Dragon’s Den is, in addition to being delightfully entertaining, an exceptional learning experience, not just for the participants, but for the audience as well.
And (allow me to brag just a little) I have to mention that the winning pitch was that of my own company, Henchman & Goon, given by Bjarte Sebastian Hansen and Henrik Mowatt Haugland, (I love you guys, you are the awesomestest).
After these fantastic few days, what I’m left with is the strengthened belief that there is a need and a thirst for these kind of events in Norway. The industry here is small, but growing and to be able to meet, learn from, and get inspired by experienced developers, as well as each other is invaluable for the continued growth of the industry, and the community around it. Konsoll has received nothing but praise from participants and speakers alike, and we are already receiving questions and requests for next year. The participants want more, and the speakers want to come back, and what greater compliment than that could we get?
What I can say for now is that the will and eagerness to arrange the next Konsoll is stronger than ever, and with the feedback and experiences from this year we will aim to create an even better event next year. We have more people who want to help and we are starting earlier. The one thing it all depends on are sponsors. However, with a little bit of luck, and the continued excellent work of the comity, we’ll climb this obstacle and deliver according to all your expectations.
A great big thank you to everyone who were there. If the conference gods are on our side, I shall see you all again in a year or so.
P.S: We will post the videos and some slides from the talks online. I’ll post a link to it here as well as soon as it’s up.
First I would just like to apologize for the site being down/ under construction for so long. I’ve had a very busy year (which I will tell you all about) and fixing up my website just became one of those things I postponed over and over and over. I finally managed to steal a few moments though – et voila! Here I am.
So… what’s been going on? I’m glad you asked!
As planned – I managed to get married and finish my MA last year, so here you have a photo of me, looking all smart’n fancy.
After…. well before actually. It should have gone finish MA – get married – start company, but in stead it went start company – get married – finish MA. Which, truth be told, turned that whole period into a stressful, but beautiful mess of events. Anyway, what I’m getting at is that I started a game dev company along with 10 other fantastic people. The company is called Henchman & Goon, and we are currently half way through production of our first game, Flem. If you’re interested in finding out more about the game and/or company, head over to our website http://henchmangoon.com/
We’re also on Facebook https://www.facebook.com/henchmanandgoon
and Twitter https://twitter.com/henchmangoon
I then spent the spring travelling around to conferences. I did Animex, which was wonderful as usual, as well as a bunch of smaller 1-2-day con’s here in Norway, but the highlight was definitely that I got the opportunity to go to GDC San Francisco. I was granted a scholarship from the IGDA which gave me a full access pass, and access to a bunch of amazing pre-planned stuff along with the other scholars. We got to visit Three Rings and Double Fine, and met some awesome people. I sincerely hope I’ll be able to go again next year.
After getting back home, all over stimulated and inspired, I was given the responsibility of inviting speakers to a local games conference called Konsoll, as well as asked to be MC for the whole thing. Which was both an honor and a bit scary. And this is where I’m ending this post. Konsoll just ended, and I’ve decided it deserves it’s own post in order to get room for all the awesomeness.