Collaborating again with Mode 7 Games !
I am dividing my time between my own projects and handling the art on Frozen Synapse 2 - an open world tactics game.

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@lanternslides-blog
Collaborating again with Mode 7 Games !
I am dividing my time between my own projects and handling the art on Frozen Synapse 2 - an open world tactics game.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
The prototype screenshots from Quiet as a Stone at EGX in higher resolution.
2015
2015.
The past year has been a curious one, for a while it felt as though progress on my projects had paused somewhat - until I started to reflect and I realised a lot had happened, and quite quickly too...
I finished a long term game project.
Frozen Cortex with Mode 7 Games was completed in Febuary. Almost 3 years of art work. It received good reviews and seems to be selling OK, especially considering the rapid expansion that had occurred in the indie games market during its development. Something else happened in those 3 years - let us come back to that.
After finishing Cortex I quickly put together a prototype Unity project called 'Quiet as a Stone'. The basics of this came together in just two weeks - you can work fast in Unity if you adopt a 'game jam' mentality. I have a lot of ideas for my long term project Into This Wylde Abyss and I wanted to test some of them out within a smaller context.
The simplest context I could think of was a child throwing stones at the ground, a canvas for world making. This idea partly came to mind whilst thinking about Miyamoto recounting the origins of the Legend of Zelda games, from his memories of childhood exploration.
I distinctly remember a photo walk around Oxford thinking this idea over when I noticed the setting sun glancing over the mud and worn stones of the grounds I was in. The simple interaction of a stone bouncing from soft mud to hard stone came to mind. I knew I could represent it as I saw it. And I saw a blank canvas for a whole potential world of interactions and atmospheres.
Over the next five months or so I worked on the prototype. I focused on creating objects in a world that have a sense of solidity, feel reactive and graspable. I used a technique I favour, photogrammetry, for much of the environment artwork.
I coded a scene generator which would randomly generate a sequence of areas on which to play, with a progression of lighting and weather effects. I put a lot of early attention into the audio, ambient breezes, distant crows, rocks hitting stones, clay pots smashing.
I allowed the player to create and save these small scenes, of a world in miniature containing rocks, ruins, trees and villages. I began to experiment with the manner in which these objects interacted with one another, the constraints and limitations, the gravity of the game and environment. I was looking for strange, useful questions to ask myself What if Diablo 3 was an art application? What would an atmospheric pinball game be like?
This prototype was then unexpectedly accepted for the Eurogamer EGX Leftfield showcase. This was an incredibly useful and beneficial experience. After months of working mostly in solitude you get to see how a wide variety of people react to your work. It's one thing to talk to someone who is interested in your project, it is another to witness uncensored opinions. Ranging in extremes from folorn head shaking and confused hand gestures to rapt attention and spontaneous joy.
Atop this rich learning experience were 4 days spent getting to know other Leftfield exhibitors, all of which had interesting stories and projects, years of experience and penetrating criticisms to make of my demo. Many thanks to them and especially David Hayward for making this happen.
After a few post-show evenings of rapid hacking, gameplay changes and observational note-taking it was pretty clear I needed to rethink the prototype’s fundementals. It was also clear that the 'game jam' mentaility I mentioned above, though extremely fruitful early on, when combined with my lack of experience in code architecture had created a quite unhappy code base. It was difficult to comprehend and alter. The logic behind each gameplay event played out internally like a sequence of cascading pachinko machines. Not a very firm foundation to develop on.
After the show I wanted to release a minimal version of the demo which simply allowed for creation of scenes that players could save and re-explore in different settings. Perhaps on itch.io or somewhere similar. The todo list to make this happen in a form I was happy to release quickly grew and the prospect of untangling a pile of code I had no intention of using again did not appeal. I decided to drop it and move onwards. Moving the prototype forward with the the lessons of EGX in mind. Hopefully with code that will last and can be re-used for more than one project.
Perhaps the sense of a year on pause mentioned previously comes from the sheer amount of learning I am having to do. Primarily about technical subjects. Raising my meagre coding abilities a bit, studying and testing out different game architectures and frameworks within Unity. For what it is worth it seems that a form of Entity Component System is the right approach, building on the version that Unity utilises but trying to enforce a stronger separation of data and logic.
In a break from game development I was very pleased to have one of my Oxford photographs exhibited at the Ashmolean Museum as part of a group of winning competition entries. I don’t often enter photo competitions, I don’t think my photos are suited to it - but it worked out well this time.
So this brings us to now. While rethinking my projects and studying technical matters, Mode 7′s next project began production. At the time of writing it hasn’t been announced, so I can’t tell you much other than I rapidly made a concept for it in Unity (an excellent approach to interactive concept art for games by the way ) and we have been working on the actual game in Torque3D for a while now.
[ Evocative Mode 7 Project Imagery ]
Update - Frozen Synapse 2!
Then something really quite exciting happened: I received a HTC Vive in the post courtesy of Valve. VR has always been on my mind since the Oculus Rift DK2 but now it really is something I’m taking very seriously for Quiet as a Stone. Especially after sampling the Vive demos at EGX and re-thinking the potential for player creativity and immersion in Quiet as a Stone. Now to get this company admin work sorted out, technical foundations laid for my Unity projects and I can get back to the exciting business of world making.
2016.
Have been adding new weather values and grading presets to the mix!
Promotional Image for Quiet as a Stone.
Always enjoy making these. Even though game engines really do not like making high resolution imagery (the source for this is A2 print sized). A handy unity asset makes it easier, I used MegaGrab to get the image, but a lot of artifacts have to be cleaned up, MipMaps have to be disabled on all textures and post fx have ot be added by hand in post.
Hopefully prints will be available at some point in the near future.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Quiet as a Stone at EGX 2015
My intimidating todo list can mean only one thing: I am preparing to show Quiet as a Stone at the Eurogamer Expo. From the 24th to the 27th of September at Birmingham NEC, bound between two white walls, there will be a glowing window into an atmospheric world which you can explore and remake.
Quiet as a Stone is an atmospheric, relaxing, childhood countryside exploration simulator. The player moves from place to place up a vast steep hill near the family home, collecting Items and discovering qualities about themselves which you use to uncover hidden tales and artefacts with which they can make a world of their own.
The current stage of development is the 'collect and create' phase. The player can move from procedurally generated scene to scene, collecting placeable items and resources, which allow for the creation of beautiful landscapes in miniature. A progressed version of this phase is what I will be working on for EGX.
Work in progress on Quiet as a Stone.
An update for Quiet as a Stone. My experimental little game project.
I have been focusing my recent work on implementing the collecting of resources and creation of items. Which is what is primarily shown in this video. There are various methods of obtaining basic and rarer resources. Straightforward and relaxing (collecting, gathering) and skill based (throwing for now, more later ). Those resources can then be used for creating items which have been found via other means. When creating those items you can place them on the scene as you please. Perhaps they interact with one another and the world?
A small prototype project in the form of a simple stone throwing game, with collecting, creating and a simple narrative. The intention being to create a simpler project that allows me to work through a few ideas for Lantern Slides and Into This Wylde Abyss.
There is currently one of each art asset, the rocks, the stones, the floor and so on, set within a few backgrounds and lighting setups. The stone throwing and scene progression is working, as is resource collection. Hopefully this will be a nice base with which to test out some of the ideas I have for my other projects.
http://blog.richardwhitelock.com/ http://www.twitter.com/rpgwhitelock/
AllSky Update
AllSky Version 2
Free update for existing owners of AllSky!
New price of $10
New Skies
23 extra skies added for a new total of 140! Fantasy skies at different times of day with very dramatic clouds and colours. Cartoon skies in distinctive painterly, watercolour, airbrushed or pixelated styles. Space skyboxes with epic, colourful nebulae. More overcast skies for moody scenes.
New Format
Skies re-exported in a new format. From equi-rectangular to 6 sided. This results in a small quality increase, and should make life easier for developers on certain platforms. Be sure to backup your old AllSky package if you want to retain the equi-rectangular versions !
Lighting Examples
All 140 skies now have a low poly demo environment with example lighting and fog pass. Great if you want a reference for colour and luminance values.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Frozen Cortex : Art
Frozen Cortex is complete! To mark this occasion I thought I would produce an 'art dump', as it is known. First though...
In 2011 my friends at Mode 7 Games asked if I would like to handle art duties on the spiritual sequel to Frozen Synapse – we had wanted to work together for many years, so I didn't have to think too hard when responding in the positive.
The basic idea was to take the established synchronous turn-based combat gameplay demonstrated in Frozen Synapse and reduce the complexity and stress involved in playing, focusing instead on competing over the movement of a single object, the ball, and the spatial dynamics of two teams of player units within a randomly generated space. Mode 7 director, lead programmer and designer Ian Hardingham explains it far better in these videos:
Interview with PC Gamer
Designer's Notes
Mode 7's second director Paul Kilduff-Taylor focused on overall production, the reliably fantastic music ( as nervous_testpilot ! ) and the writing – on which he worked alongside Alex Hayes and Tom Richards.
Paul and I spent rather a lot of time going over all the details and general art direction, massaging the all important concept, the opinions of our learned collaborators, and figuring out how to make things work without a team of 30 artists to obey our commands. The main obstacle to this was that we didn't choose a low-fi aesthetic. In fact we set the bar quite high, and then spent 3 years jumping up and down towards it. If anything, this builds muscle you didn't know you had.
The other huge area of Frozen Cortex, without which all other efforts would be quite redundant, is animation. Martin Binfield, a fellow NCCA graduate and very experienced games animator, answered the call to duty, and, as everyone agrees, excelled in providing the anima to all these bots – as well as plenty of other art duties. In goast we trust.
Many others helped out along the way, particularly Mode7's James Hannett, who makes-everything-work, Robin 'Bin' Cox, and James Urquhart, who battles with Torque3D whilst we sleep. Also, Oxford Indies for much-lunching.
Now.
Art.
Concepts & Testing
Players
Early Gameplay
Characters
Stadiums
Cutscenes
Skyboxes
User Interface and Logo Concepts
fin
First piece of work for 2015 - the early stages of putting together an environment test for Lantern Slides. Consisting of a variety of asset types, some crafted by hand, others rendered, others generated in landscape simulation software, and some scanned using photogrammetry techniques.
This is intended to be an Oculus Rift project, or demo at least, so it's important that the framerate is extremely high. To that end I think I will be using as few material passes and dynamic lights as possible. I love the idea of creating this monochrome world with simple baked diffuse lighting. The slides themselves might cast some dynamic light (and colour) on top of this when they appear in the world. And the slides themselves are the next very important thing to test. I am not entirely sure how to go about that yet...
Everything is finally coming back together again. I re-implemented the game using a streamlined code framework (thanks to uFrame primarily http://invertgamestudios.com/home ) and a simpler design which allows for a balance of sculpted environments and procedural layered elements. It's been a fairly circuitous journey so far but it's that's how you learn. Above we see from one vantage point a distant destination at two separate times of day.
Into This Oculus Rift.
Beginning to figure out how long exposures might work. Also considering the range of 'development' options that may or not be available to the player at any one time. Standing still in the freezing abyss isn't something you would be advised to do...but you must do -something-.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Into This Wylde Press
Coverage and interviews of Into This Wylde Abyss thus far:
3D Art Direct Magazine December 2014 - Interview:
http://issuu.com/tosk/docs/issue45/1
KillScreenDaily 2014 September "A Comprehensive History of Low-Poly Art":
Part 1: http://killscreendaily.com/articles/poly-generational/
Part 2: http://killscreendaily.com/articles/poly-generational-2/
Part 3: http://killscreendaily.com/articles/low-poly-3/
RockPaperShotgun 2014 June: http://www.rockpapershotgun.com/2014/06/30/into-this-wylde-abyss/
Golem.de 2014 April "First Person Walkers": http://www.golem.de/news/first-person-walker-wie-viel-gameplay-braucht-ein-spiel-1404-105520-2.html
OnlySP 2014 April - Interview: http://www.onlysp.com/exploring-the-dangerous-sublime-into-this-wylde-abyss-exclusive-interview/
VideogameTourism 2014 April - Interview: http://videogametourism.at/node/1958