“Praetorians are the most respected of leaders in all the Empire’s army. Given command of the most state of the art equipment they are held to a very high standard and many collapse under the pressures of their responsibility. White hot flames burst from crevices of their Lorica armor, few can bare the heat when standing toe to toe with a Praetorian. Their short swords licked by alchemical fires possess the ability to slash and burn through any enemy troops”
We have a lot of concepts for Cairn that we haven’t been able to share until now. The reason for this lack of updates has to do with the death of our artist Rodrigo Petunio and his widow not wanting to kick them over to Embalmit. But after a lengthy and expensive court battle we finally came to settlement after we paid a hobo 50 bucks to break into her house and steal them for us.
Well… the real reason is much more boring though: we’ve been a bit lazy and/or busy with other things and haven’t got around publishing them, so none of that actually happened (maybe the hobo part). Plus you know, I’m still alive and stuff.
Hello, my name is Rodrigo Petunio, I’m the main person working the graphics for Cairn. I work (or used work) as a freelance Illustrator and currently I work anything from Animation, Concept, Graphics, GUI and loan sharkin’ for Cairn.
I’ve been working on the project since October last year, and hopefully some updates on all things Art we have been working on will come soon.
For anyone interested in previous works, here’s a link to my portfolio.
(the cat’s name is Luna, I think I was working on the early animations for Cairn when that picture was taken).
These are the approved concept images of the slek. A race of intelligent creatures for our game Cairn. They are savage in appearance, but aren’t as ferocious as they seem. Some slek undergo a binding with another organism, a sort of symbiotic relationship that creates some pretty bad ass units.
We’re not sure how strongly the slek will be featured in our first release of Cairn, but they’re awesome, so I thought I would share.
While bidding my time, waiting for our local positioning fixes, I’ve been fleshing out some of the maps that we’ll feature in the game. The goal is to have a diverse selection of maps, but not to over extend ourselves on their creation. Originally I planned out 12 maps, 4 for each faction. I’m going to trim that down and plan on having 5 maps.
The goal is to have a variety of interesting places to battle. Making our maps as in depth as a Dota map, but with far more interesting locals.
Here are their high level descriptions….
To cut to the chase, Erik Gampfer has quit the project.
He had problems with the way I was managing the project and how harshly I criticized his work. Then I had problems with the way he communicated and the degrading quality of his work. So he decided it would be best if he left the project.
For anyone who has followed us for a long time, this sounds like a broken record. I recruit a hopeful artist, someone who wants to change their career, and break into the art or game design world. Then three months later their work output slows, they begin to not participate in meetings, they stop sending updates, they then disappear completely or send in a resignation letter.
So I have to ask, what am I doing wrong…
- I think I do judge harshly, often people will say they have thick skin and prefer the honesty, but I think that when you’re asking someone to change something they poured themselves in more care must be taken.
- I make assumptions about the ease or difficulty of the work. Sometimes I assume something is going to be easy when it takes a lot longer. Honestly this is terrible on my part, people do this constantly with coding. I should know better.
- I assume they are as dedicated to the project as I am. I work on this out of passion, but I can’t assume that others have that same passion.
- I am not always clear in what I want. I often talk vaguely, which is great for writing or story telling, but when you are telling an artist what to draw, don’t feed them details and then ask them to rework it, it can cause frustration.
I then have to improve these things, but some are justified
I want my game to have a very polished look, and this starts with solid design. If quality is lacking I think it’s important to voice concern. The problem is finding people that can separate their work from their personal feelings. So here is what I’ve decided to do…
- I am going to work with a professional artist, someone with a proven track record of accomplished work.
- We are going to discuss all designs up front, discuss concepts, influences, and look through descriptions.
- I am going to ask for an estimation on the length of work and let it guide my expectations.
- I will only assume they are dedicated as long as the cash is flowing.
Hopefully this change from amateur to professional is what is best for the project. Thankfully our supporters have made it possible for me to try this. Game on.