nvision

Profile


Full Name: Ian MacLean
Handle: nvision
Rank: Level 4 Team Leader (Working Stiff)
Joined: 7/5/2005 12:40:19 PM
Birthday: 2/1/1979
Location: Okotoks, Canada

Website: nvisionillustration.com
DeviantART: N/A

Email: Private
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Comments

nvision @ 11/20/2009 1:01:56 PM commented on Radiografear

Tres magnifique!  Great concept and solid execution with only six colours at your disposal.  A very unexpected and delightful entry...  My only suggestion would be to perhaps show some colour variation on cartilaginous or connective tissues between bones.



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nvision @ 11/13/2009 12:24:49 AM commented on Mr.Beerbird

Nice...he's like a creepy version of Drinky Crow.



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nvision @ 10/13/2009 1:28:51 PM commented on Nvisionary Shambler

 @ Souly:  Yup, I'm still in Okotoks.  I've been busy working on non-pixel art game, called Inferus...  For the tentacles, I was trying to go for more of a gnarled root feeling, with random twisty sinew, rather than traditional octopus arms.  I may add hook teeth to them at some point in time.

@jamesmorrow07:  I'm not sure about the exact time, but probably something like 12-13 hours, in total.  I roughed it out with a 5x5 pencil tool, then added minor details with a 2x2, and finally polished/dithered with a standard 1x1.



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nvision @ 10/2/2009 9:54:26 PM commented on western characters

These are great!  Consistent and full of charming character.



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nvision @ 5/20/2009 3:12:02 PM commented on Blueball Crab

Wow...your description compliments the artwork perfectly.  Well done, sir.



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nvision @ 4/9/2009 7:20:25 AM commented on Animated Knight

This looks really cool, and I like the style you have going.  My only complaint would be that his head stays completely straight during the entire run cycle.  Some slight side to side or tilting motion could really add some nice weight to his run.



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nvision @ 4/7/2009 9:03:55 PM commented on Uh, a paladin or something

Nice style and pose...it works well with the FFT framework, but his armor looks a little on the dull side (colour-wise, not in terms of design).  Try looking at some exisiting FFT sprites and see how they use contrast to give their metal more sheen and such.



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nvision @ 4/7/2009 9:01:19 PM commented on Fererrous

I like the overall look you have going, but there's really a lack of depth in the image and it looks like all of the dragon's parts are squished on the same plane.  You could be a little more selective with your colour placement to make his head pop forward and the tail recede behind him.  The texture is nice as well, and could be a good tool for adding depth by varying the level of detail and contrast.



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nvision @ 4/7/2009 1:33:57 PM commented on LB-RPG Enemies

Those were actually the last two that I did, and I wanted to push things a little further.  The generally monochrome palettes for each helped a lot. 



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nvision @ 4/3/2009 7:20:43 PM commented on About PM

Perspective issues and minor niggling aside, this is a monumental piece of work, and I applaud your dedication to completing a piece at this size!  Great depth and rendering, and a solid sense of cohesiveness.



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nvision @ 4/1/2009 8:40:17 AM commented on Old death animation

This is why you should never eat mysterious gems.



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nvision @ 3/27/2009 5:38:33 PM commented on LB-RPG Portraits

Ah, thanks for that.  I edited the cheek very slightly and I think it helped a lot. 

Yeah, the LB is location-based.  It's a free game for GPS-enabled phones.



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nvision @ 3/27/2009 3:04:32 PM commented on LB-RPG Portraits

The elf and human have 16, the elemental and dwarf ghost use 11.



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nvision @ 3/16/2009 5:35:06 PM commented on Return to Savage World Mockup

This has improved by leaps and bounds!  Great stuff...



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nvision @ 12/1/2008 8:18:37 AM commented on Savage World Mockup
I'd have to agree with Helm...the bird looks quite incongrouous with the background.  Aside from anatomical issues with the wings (even accounting for stylization), the heavy black and style of linework don't seem to match the other gameplay elements.  Also, though it looks cool, I think your HUD elements eat up far too much of the screen real estate, and feel pasted onto the screen, rather than integrated with it.

The background and the HUD are very well done, but all of the elements don't feel like they belong to the same game.  Also, why did you choose the style you did for the player character and enemies?  I understand wanting to keep things simple for animation purposes, but I think they would really benefit from a more painterly style like you've used in the bg/HUD.  If you wanted to have the same ease of animation, you can always do motion testing with lineart, and worry about colour details after the fact.

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nvision @ 11/24/2008 4:39:54 PM commented on Toxic Sonic: Zombie DJ boss, idle/dancing animation
This looks great, as does the majority of your work!  There's an unnatural nature to his motion that somehow makes it quite appropriate, seeing that he's a zombie :)

Also, I'm intrigued by your limited palette.  When I saw your first mockup posted for the project, I thought you were actually working on a NES limitation game, as the colours looked familiar to those I'd been dabbling with on an 8-bit job.  Limiting the enitre game to 16 colours is even more impressive, I think, and will lend a great deal of cohesiveness to the style.  Kudos!

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nvision @ 11/5/2008 11:59:40 AM commented on Cyborg
Both look quite like copies of original Front Mission sprites, though neither has mentioned the reference.

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nvision @ 10/9/2008 8:11:27 AM commented on 31.10.08
This has quite a lovely, gritty style, and it seems quite well-suited to the Halloween date.  The emptiness of the middle ground creates a sense of tension and anticipation.  I assume there will be more revealing follow-ups?

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nvision @ 10/4/2008 9:37:50 AM commented on WATCHMEN : The Comedian
Great style!  It really captures the essence of the character...I think even Alan Moore would approve.  A little more reflected light from the fire might enhance things further.

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nvision @ 8/29/2008 6:43:13 AM commented on Cowboy animations
This is looking pretty decent, so it's a shame to hear about the switch to 3D :(  The gun draw anim is smooth, but I might knock a frame or two out to make it quicker.  Also, the breathing anim is a little too rigid, especially when compared to the rest...perhaps some internal animation of the clothing to suggest chest expansion, or maybe a slight movement of the hair could help.

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nvision @ 7/28/2008 5:22:38 PM commented on Curiousity
Great atmosphere, emotion, depth, and use of limited colours.  I'd have to say this is my favourite piece of yours, thus far!

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nvision @ 6/17/2008 12:38:15 PM commented on Rustbug Jump
Looks great to me...nice sense of weight.  I think it should definitely fall at a faster rate than it rises, seeing as it's working against gravity.  More recoil on the landing, perhaps towards the gun (at there's more weight at that end), might make it perfect.

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nvision @ 4/11/2008 10:34:02 AM commented on MIB mockup
It's very refreshing to see someone putting a high level of polish into their work for mobile games.  There are too many half-assed games in the industry.  This is great stuff!

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nvision @ 1/29/2008 9:27:14 AM commented on In a middle of nowhere
I'd say this piece is well worth the time invested in it.  I only wish I could spend such time on my own work!  I love the subtlety of the dragon, as well...it looks quite natural there, and is well integrated into the surroundings.

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nvision @ 1/13/2008 8:45:57 AM commented on Ring Wraith [Major robe update]
Very beautiful palette, and a well executed impressionistic/painterly style.  There's a softness to this that makes him look a little more sad or pitiful, rather than evil.

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