Game Boy Limitations​​​​​​​
Revenge Squadron (to be released)
by Polyducks and DL

 Creating compelling assets and a soundtrack for a ’Shoot Them Up’ 
that needs to be able to run on an original Game Boy console (Nintendo).
Carl
Carl
Saly
Saly
Ray
Ray

Main Characters : Spritesheet

Boss : Background
Boss : Background
Boss : Spritesheet
Boss : Spritesheet
Boss : Assembled
Boss : Assembled
Enemies : Big
Enemies : Big
Enemies : Medium
Enemies : Medium
Enemies : Small
Enemies : Small
Background : BG1
Background : BG1
Background : BG2
Background : BG2
Background : BG3
Background : BG3
Background : BG4
Background : BG4
Background : BG5
Background : BG5
Illustration : Credits
Illustration : Credits
Illustration : Title Screen
Illustration : Title Screen
Illustration : Menu
Illustration : Menu
Illustration : Character Select 1
Illustration : Character Select 1
Illustration : Character Select 2
Illustration : Character Select 2
Illustration : Character Select 3
Illustration : Character Select 3
Illustration : Story 1
Illustration : Story 1
Illustration : Story 2
Illustration : Story 2
Illustration : Story 3
Illustration : Story 3
Illustration : Story 4
Illustration : Story 4
Illustration : Story 5
Illustration : Story 5
Illustration : Story 6
Illustration : Story 6
Illustration : Story 7
Illustration : Story 7
Illustration : Game Over
Illustration : Game Over

Composed using the built in tracker/music tool of  the ’’GB Studio’’ Engine

’SummerTime’ Photo Series and ’DL Live’ project
Using an original Game Boy Camera (Nintendo) I challenged myself to make a photo series trying to push the GBC hardware 
(using set hardware and the HONK! program) I made  an avatar to use in live online events

’Summertime’ Project : all the shots compiled

3D Animation
Bendy Bones/Uv Swapping tests
Using Blender and with the intent to recreate/reinterpret an old character (Count Erf. Cat) I experimented with Bendy Bones and UV Swapping
Facial Mocap
Using iFacialMocap, Blender and MeowFace (Suvidriel) the goal was to get access to the facial motion capture animation workflow using an android device.
I do not own the model used for this test : you can find it using this link https://agora.community/content/baqir-rig 
I would like to thank Leo Ogawa Lillrank [model], Richard Lico [rigging], Pierrick Picaut [rigging],  Fin O'Riordan [Bone layer management], Shteeve [Wiggle bone addon]  and the Agora Community  for giving us access to wonderful rigs such as this one.

I do not own model used for this facial mocap recording, nor did I make the rigging/skinning

I only made the facial recording and the 52 facial blenshapes.

This is only the raw capture

Using the same facial mocap technique, an animation has been released trying to push as far as I can this workflow.

Until next time

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