Chucksports. PART I

2nd of May, 2015

The concept was simple. Two players spout-off answers to a question asked by a host with a sports almanac. The first person that gives an incorrect answer loses. The concept’s first public appearance was sometime in the early 2000’s as a browser based game named Chucksports. Played by sports fanatics, their ultimate goal was to be on the leaderboards that displayed their name on the front page. It was a single player sports trivia experience that ranged from impossible, to “how the hell can anyone know that” for the average person. I think the difficulty helped create a cult following that kept my cousin going until the website was hacked, and my cousin decided it was time to stop supporting it.

Sometime in 2012, Chris revitalized Chucksports. This time developing the game for his iPhone.


He showed me his mock up. It was a fully functional recreation of his original browser-based game. Players could make guesses. Correct guesses would flip the tiles over like Family Fued, and wrong answers would be added to your list of incorrect answers. I wanted to help. His mock ups were functional, but needed some design refinement.


After spit balling a few ideas back and forth and taking some time to comprehend his full intention, I began organizing the information for a mobile device (Small screen, touch gestures) and made a quick and dirty mock up. I wanted all of the possible answers to fit on the screen, and for the answer board to list vertically instead of horizontally because of the orientation of the game/phone. We added a 5-strike system that created an end to the game. A user can guess until the answer board is filled, or they’ve made 5 incorrect guesses. Incorrect answers were divided into two columns similar in appearance to the answer board to continue the theme, and they were always visible to the player instead of being hid behind a button. It was a start, with more finagley bits to come!

I cannot remember if it was Chris’ original intention, or if we decided to adapt the single player experience into a multiplayer experience together. But it the change in scope was natural and made sense. We’re developing for mobile devices, the original Chucksports concepted was played with multiple people and a sports almanac, and it would make the game more fun. Let’s see how the game would look if we were to add a second player to the game screen.


Each player takes a turn guessing answers. When your opponent has made a guess, a notification is delivered to your iPhone lock screen to let you know it’s now your turn to guess. On the answer board, correct answers are colored based on who guessed the answer. Incorrect answers (max of 3) are written below the user’s name letting the two players see who guessed what at all times. The game now ends at 3 strikes (ha!) instead of 5, and who ever had the most correct answers wins the match.

With the match design in a good state, it was time to look at the meta-game, and think about the entire game.


I find doing high-level flows like this helpful for two reasons, to get the thoughts out of my head making room to focus on other things, and to show to my coworkers (at this time, Chris) to make sure we’re on the same page and working towards the same goal.

The game’s flow was fairly linear, and took a lot of inspiration from games like Words with Friends. With the addition of multiplayer, we created a way for users to customize what sports and decades they felt comfortable playing. It looks like the original design had users selecting a specific game, than searching for someone else wanting that exact game, at that exact time. This obviously had to change (and did) by release.

Expect to see how Chucksports developed visually in the next chapter, Chucksports Part II.

Some DOTA Cinema + Shirt design updates.

17th of March, 2015

There has been a bit of detail in the DC logo I created a few months ago that has been nagging me. The flamelets atop the skull seem haphazardly placed, scaled, and angled.


So I went back and came up with some flamelets that followed a flow and felt integrated with the logo design.


I also revisited the Get Bursted design concept, because the colors felt like they were bursting grass stains out of a kid’s khakis. I felt that the logo should resemble the effects one would find in Dota 2. The greens, blues and reds are very common.


And created a color-less version.


Get Bursted, noobs.

The Running Man.

18th of April, 2014


Finally an animation I am content with. The next step is to add a jump, and a sprint then tinker with Unity3d 3rd person controllers!
I can’t wait to be able to build up an environment and then run around in it.

Round 2 Icon Generation

25th of March, 2014

Bit of an update. Fixed some geometry and found a pleasing render set up.
Next, sketch out the target visual, and match it in the 3d space.
Research e-commerce set-ups and see which would work well.


Round 1 Icon Generation

9th of March, 2014

Created some 3d models at high-poly counts to use as base assets for game icons. I am creating a very generic but polished style/subject line so that the end product is a batch of versatile icons that can be sold to fellow game-devs.


More to come. Going to add some colors and tweak the materials.

Edge Loops!

2nd of March, 2014

I went about creating my 3d model in a way I thought might work, and would allow me to get away with a very simple, low poly geometry. I was wrong. The model shown below cannot be rigged and animated with out completely screwing up in some poses. So after trying to rig my 3d character to bones and animate him about 6-7 times, I asked for some help. The help directed me to study topology lessons on the internet. EDGE LOOPS! It seems the ideal way to model is having edge loops that follow human anatomy and human muscles.


Here are some poses. I had the most trouble with the obliques and shoulder muscles. This was super irritating.


Here’s the updated model. I haven’t rigged him yet, but I have high hopes. He has a little more detail and form, and his edge loops have a pretty nice flow.


I definitely need to bring back the shape of the original head. That square shape is hilarious.

Messege in a Bottle

16th of February, 2014


Vray test rendering. Learning the physical camera and vraySun elements. Took longer than I’d like to admit, materials were a pain in the butt.