slynyrd posts
Tutorial - 141 - Human Female Dummy Walk Cycle
Walk like a lady.Full Feature
Tutorial - 140 - Human Male Dummy Walk Cycle
Walk like a man.Full Feature
Human Walk Cycle Source Files
Includes tutorials 140-143 psd files.Download
Human Walk Cycle Assets Pack
Includes all the assets featured in Pixelblog 50.Download
Pixelblog - 50 - Human Walk Cycle
Learn to create a realistic walk cycle using the anatomy models established in Pixelblog 49Full Feature
Devlog - 52
Working on a new boss design concept. The pods blast lasers and can move along the rails for all kinds of interesting patterns, while the main unit fires targeted bullets. I plan to break it down into phases, so you destroy each ring, then face off against the center hull at last. We've also got...
Heroes & Monsters - 4
Ogre64x64px inner canvas 128x128px frame19 colorsPhotoshop
Heroes & Monsters - 3
Healer64x64px inner canvas 128x128px frame20 colorsPhotoshop
Devlog - 51
Revisited this giant air carrier design. Worked out all of the animations, attack patterns, projectiles, and damage states. Well, at least it's a draft concept for the behavior, but there's always further nuance and iteration involved when put into practice. Looks pretty intense when you see...
May Schedule 2024
Staying on top of things, I got the May schedule in before I've officially turned over the calendar. It has been a good month for me, as the landscape springs back to life, my mind also flourishes with a fertile spirit. While the public only sees the output of an artist, that tip of the iceberg ...
Contemplation by the Water
Was feeling inspired, made this over the weekend. Wish I had documented the process, but too much consciousness of my actions often spoils the flow. I believe creation doesn't come from you, it comes through you. That said, I still had to use reference to nail the fabric, and water effect. 80x12...
Heroes & Monsters - 2
Hexarider64x64px inner canvas 128x128px frame20 colorsPhotoshop
Devlog - 50
After recent revisions to the weapons system, my current work has involved a lot of organizing and formatting assets for implementation. But, I do have some interesting refinements and new designs involving the enemy units, and their projectiles. It seems simple, but great care should be given to pr...
Heroes & Monsters - 1
KnightKicking off the series with an armor clad, sword wielding badass.64x64px inner canvas 128x128px frame20 colorsPhotoshop
Devlog - 49
Good day folks! Let's review some Death Vapor updates.I revised all of the weapon designs with new colors, and in accordance with a leveling/power up system. It's satisfying to power up your ship in shmups, but I'm not a big fan of pickups that bounce around the playing field. Therefore,...
April Schedule 2024
Happy April everyone! Don't worry, no April fool's antics from me. Everyday clown world already dishes out enough cognitive dissonance. Entertaining folly has never been my style, anyway. Got a solid line up of consistent content planned for the month. The results of the poll for the next Pi...
Tutorial - 139 - Human Proportions Action Poses
Show me some attitude.Full Feature
Tutorial - 138 - Human Proportions Side View
Now, turn to the side.Full Feature
Tutorial - 137 - Human Proportions Front View
We start with the front view to establish proportions.Learn more in the Full Feature
Realistic Human Anatomy Source Files
Includes tutorials 137-139 psd files.Download
Realistic Human Anatomy Assets Pack
Includes all the assets featured in Pixelblog 49.Download
Pixelblog - 49 - Realistic Human Anatomy
A fundamental exploration of human proportions using the realistic 8 head model.Full Feature
Pixel Minis series selection round 11
Hey, haven't done one of these in a while. Your votes will decide the theme for the next Pixel Minis series, which I will start next month. I'm looking to up my game with character design, and more organic subjects. Keep in mind, these are limited to 64x64px.
Devlog - 48
Happy Friday! Didn't have a lot of time to work on DV this week, as I'm preoccupied with work on the next Pixelblog. I'll be revisiting human anatomy, so let that be your tease.That said, I still had time for a fruitful gamedev diversion. What we have here is a mockup of DV in a traditio...
Devlog - 47
Did another round of iteration on the God Lance weaponry. In the first video you can see all standard attacks; sword, streamers, beam, and spread shot. I'm also trying out a secondary color for outlines and additional details of the God lance, attacks, and effects. While I want to keep things mi...
Devlog - 46
Been exploring more weapon configurations before committing to level design. It's crucial that your weapons and basic movement is viscerally satisfying, but are also conducive to intuitive level design. The more weapons we include the harder it is to balance, but I would like to give the player ...
March Schedule 2024
Time never ceases. The pixels must flow. In the first half of the month I'll be focusing on development of Death Vapor, before I switch gears to bring out a new Pixelblog. Also, scheduled a poll for a new Pixel Minis theme, so it actually happens. No idea what I wanna make at the moment. Let me ...
Biker Gal
New piece! Leaning into my classic style with a fun combination of familiar elements. Sorry, I didn't have time to make it into a Pixelcast, or add animation, as I've been busy writing the text and preparing materials for the Hyper Echelon manual this week. Rather than a Pixelcast. I'm t...
Devlog - 45
More steady progress this week. Beam now shoots out and has collision with hit effects. Wave shot has been beefed up with side options that now animate when spinning. New generic hit effect for wave shot. I expanded the cloudscape tileset so I can make various floating structures. I made some gem pi...
Devlog - 44
I'm grinding away on assets, as we continue to flesh out the basic functionality of movement, controls, and collision. Spread shot bullets are now absorbed into enemies and a hit effect plays along with a subtle flashing effect to show damage. Function is good, but the hit assets need improvemen...




























