February 13th, 2010
Just figured out a way to make some awesome looking worn ink (actually I think its caused by worn-out rubber stamps, but you get my meaning) like you see on rubber-stamped items. final effect:

ok! where to start? First grab an image you want to add a wear to. I’m going to use this stamp:

Now we want to add a new layer and give it a grey fill, you can do this in a layer mask (on the stamp layer) or on a separate layer. Now go to “Filters > Noise > RGB Noise…” and move all the sliders to 1.

Ok, now dilate the noise “Filter > Generic > Dilate” This should make the noise appear very washed out, so now mess with the brightness and contrast until you get a good mix of 60% white (it will probably be gray) and 40% black. Use the color-select tool and select the gray, and delete it.

Finally we want to add a 1px Gaussian Blur “Filter > Blur > Gaussian Blur” and, if you have not already, move the layer into the Layer Mask. At this point you should have a fairly good wear, and will be able to add some minute changes, but that’s it! and the best part is you can exchange the stamp image without having to redo the wear effect! Have fun!
Tags: GIMP, stamp, Tutorial, wear
Posted in Art / Renders, Tutorial | 1 Comment »
February 1st, 2010
I just finished The Chronicles of Riddick: Assault on Dark Athena, it’s a good game… It has decent a narrative and beautifully designed maps (aside from absolutely every texture being shiny) but it was close, so close, to being one of the best stealth fps games I’ve played…and then they added GUNS. In the beginning of the game you’re only option for ranged weapons was to drag a drone corpse around with you and fire its augmented gun. It only had one clip and was bolted to the drone. This concept was genius! It forced you out of cover to recover a body and then you were pinned to that point to fire, I had no problem with this mechanic and quite liked it. But the second they put a real, tangible gun in your hands, everything changed.
After that the design team must of decided, “OK, they have a gun now, so lets just wrap up the last 80% of the game with gun-based combat.” All of a sudden, dark corners are gone, replaced with well-lit hallways. I didn’t use Eye-Shine (which is spot-on with the movies by the way) the whole second half because everything was too bright! Open rooms with plenty of things to duck behind have disappeared completely. and now the tactics are black and white. in one room you immediately have to approach with guns, while in another you have no choice but to duck into the shadows and hide.

There are a few shining moments in the game, the stealth mechanic is amazing, and if they had focused on that more it could have been a worthy homage to stealth games like Thief or Splinter Cell. There are several hand-to-hand boss and mini-boss fights that are very satisfying, I just struggle understand why the developers thought that equipped guns were necessary at all. Quite possibly the best part of the game is when you lose all your weapons again, While I’m guessing this was supposed to make you feel “punished” and “lost” I was overjoyed! I felt like I had been rewarded!For another hour or so I got to feel the excitement of leaping out of the shadows and slicing thugs to kingdom-come.
In the second half of the game you obtain something called a SCAR gun. It is a very interesting mine launcher that allows for strategies to be laid out before or during battle, and it was certainly well used throughout the last half of the game, but it alone wasn’t enough and they once again brought back space-rifles and shotguns. In the movies, Riddick never wielded a gun, that was part of what made him so badass!
I’m not saying that TCoR:AoDA (wow…) wasn’t good, it was very good, but it didn’t put me in a position where I felt like I was in the shoes of the legendary Furyan, Richard B. Riddick.
Tags: chronicles, game, Review, riddick, video
Posted in Game Design, Review | Comments Off
January 31st, 2010
If you browse the web today, you’ll most certainly run into a fixed-width website on a day-to-day basis. Yahoo, YouTube, even Facebook and Microsoft have adopted fixed width websites. keep in mind These are all among the most visited websites today.
Why bring this up? They are bad for the future of the web. With the distribution of widescreen monitors increasing, most cell phones gaining the ability to access the web, and the netbook boom, vertical space, or space in general isn’t widely available. Think back to web 1.0, in this example, the first website. While simple, it still stretches out to fit your widescreen monitor without needing much vertical space, yet is still fairly spaced on your netbook. Fixed-width styles do not adapt like this, they assume you are running at least a certain resolution and fix it there. If you are below that resolution, you have to scroll horizontally to see all the content, if you are above that resolution, you get huge side margins and the content is squished to that fixed-width.
Why do they do it? My best guess is it makes styling easy. Knowing exactly how wide your website is really helps ease the complexity of your style sheets, but is it worth losing all that flexibility? When PCs were the only devices connecting to the web, it was easy to predict what the viewers resolution was going to be and create a style that would work well. But with the dynamic array of devices now accessing the web, from your cell phone to your Wii, or even your car, the flexibility of your website is more valuable then ever.
How do we fix this horrible trend? well, one solution is to turn your monitor 90 degrees and reap the benefits of tons of vertical space, but I’m guessing that’s not a great solution for everyone. Quite simply the solution is to stop using those designs. reflect upon dynamic width designs such as Wikipedia or Amazon. There are also some really interesting hacks out there too, such as the personal site of Eric Testroete, who simply solves the problem by allowing the page to scroll horizontally thus never dealing with vertical space.
Web 3.0 has started, and the defining aspect is semantics, lets just hope one of those semantics is forward/backward-compatibility with different resolutions and display types.
Tags: design, fixed-width, web
Posted in Web Design | Comments Off
January 20th, 2010
This is the test of the samswitzer.org broadcast system.
Posted in Uncategorized | 1 Comment »