doug | ่”กๅฎถๆจ‚'s Avatar

doug | ่”กๅฎถๆจ‚

@choi.work

Game animator ๐Ÿƒ๐Ÿ•น๏ธ based in Bristol - born in Hong Kong he/him __ www.choi.work

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Latest posts by doug | ่”กๅฎถๆจ‚ @choi.work

Check out Mythmatch! very very good

02.03.2026 11:59 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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a short breakdown of the process of making that tiny lego car with my tired old voice narrating:

01.03.2026 23:32 ๐Ÿ‘ 174 ๐Ÿ” 43 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 1

Bernard Purdie on the kit, of course. But the bass is just as important to that song, if not more!

01.03.2026 19:58 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Been trying to find the bassist that plays the intro to 'Block Rockin' Beats', and the closest I can get is that it's a rearranged sample from the first 3 notes of 'The Well's Gone Dry' from The Crusaders. No bassist listed in the credits though! Possibly Larry Carlton plays it?

01.03.2026 19:53 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Made low-poly goldfish #256fes
256 polygons, 150 vertices each

08.02.2026 01:30 ๐Ÿ‘ 447 ๐Ÿ” 104 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 2

a beautiful sunny Saturday with 0 plans other than to hit the library, write and play games. what more would I need?

28.02.2026 14:20 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
doug standing in front of a booth adorned with Stellar branding at Guildford Games and a TV with NFS Hot Pursuit gameplay

doug standing in front of a booth adorned with Stellar branding at Guildford Games and a TV with NFS Hot Pursuit gameplay

went to my first games industry event (Guildford Games) yesterday as someone in the games industry. felt pretty cool. saw some familiar faces, spoke to a lot of students, talked a lot about games.

life is good and I am very lucky!

21.02.2026 11:43 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Snow 'monsters' on Mount Zao in Japan formed by freezing Siberian winds.

20.02.2026 11:16 ๐Ÿ‘ 113 ๐Ÿ” 22 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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more sketchbook

18.02.2026 12:20 ๐Ÿ‘ 1549 ๐Ÿ” 342 ๐Ÿ’ฌ 15 ๐Ÿ“Œ 2
Text:
"Planes" are a depiction of anything that exists in a drawing at a FiXED spatial distance from the viewer, with each grouping of subjects at a shared distance overlapping the next in order to suggest the spatial relationship of each element in the drawing to the others.
This image has three planes:
(Image of a drawing with a scorpion on a rock, a cowboy sitting on a rock, and a mountain in the background).
Each plane in an image signifies a different degree of distance, with the foreground SHARiNG the viewerโ€™s spatial plane, and the background being the farthest from it.
Thereโ€™s clear distance between each plane; no plane โ€œtouchesโ€ another.

Text: "Planes" are a depiction of anything that exists in a drawing at a FiXED spatial distance from the viewer, with each grouping of subjects at a shared distance overlapping the next in order to suggest the spatial relationship of each element in the drawing to the others. This image has three planes: (Image of a drawing with a scorpion on a rock, a cowboy sitting on a rock, and a mountain in the background). Each plane in an image signifies a different degree of distance, with the foreground SHARiNG the viewerโ€™s spatial plane, and the background being the farthest from it. Thereโ€™s clear distance between each plane; no plane โ€œtouchesโ€ another.

Text: why is overlapping the planes necessary?
(image: a cowboy apparently close to the viewer, one a ways back, and then a saloon behind him).
Unless one plane directly overlaps another, thereโ€™s no sure clarity that they are, in fact, suggestive of different distances.
(image: the cowboy appearing to be closest is shown to be a giant, swinging the apparently midground cowboy by the head into the two-story saloon that's only about as tall as a person).

itโ€™s also important to suggest scale in each plane using subjects whose size the audience is likely to know. when that isnโ€™t possible, try repeating the element-of-unspecified-scale (a) from one plane in another and have it (B) interact there with a subject whose scale is clear.
(image: a small round cactus in the foreground, and farther off a cowboy sitting on a similar cactus)

Text: why is overlapping the planes necessary? (image: a cowboy apparently close to the viewer, one a ways back, and then a saloon behind him). Unless one plane directly overlaps another, thereโ€™s no sure clarity that they are, in fact, suggestive of different distances. (image: the cowboy appearing to be closest is shown to be a giant, swinging the apparently midground cowboy by the head into the two-story saloon that's only about as tall as a person). itโ€™s also important to suggest scale in each plane using subjects whose size the audience is likely to know. when that isnโ€™t possible, try repeating the element-of-unspecified-scale (a) from one plane in another and have it (B) interact there with a subject whose scale is clear. (image: a small round cactus in the foreground, and farther off a cowboy sitting on a similar cactus)

Text: A perspective grid composition (A) suggests  depth by progressive recession in space, while planar composition (B) suggests it with staggered recession in space.
(image: a receding grid and a series of staggered planar elements)
The principles of overlapping planar composition can be used with a perspective grid, especially if there are elements with right angles (like buildings).
Rough your panel with plane elements in place first...
...then make/place a grid that fits your layout...
...then utilize the grid to make the receding angles match.

Text: A perspective grid composition (A) suggests depth by progressive recession in space, while planar composition (B) suggests it with staggered recession in space. (image: a receding grid and a series of staggered planar elements) The principles of overlapping planar composition can be used with a perspective grid, especially if there are elements with right angles (like buildings). Rough your panel with plane elements in place first... ...then make/place a grid that fits your layout... ...then utilize the grid to make the receding angles match.

(image: a wanted man hiding against a wall while a cowgirl crossed the street, looking around).
One of the most useful* aspects of a foreground element is to create a sense of immersion for your audience. by putting it on essentially the same plane as the audience itself, the audience becomes a
part of the story, seemingly able to touch the foreground, to lean around it for a better view.
(image: the wanted man is now decidedly a foreground element).
*it also means less time spent drawing all of the detail in the midground or background planes without ever aesthetically shortchanging your audience.

(image: a wanted man hiding against a wall while a cowgirl crossed the street, looking around). One of the most useful* aspects of a foreground element is to create a sense of immersion for your audience. by putting it on essentially the same plane as the audience itself, the audience becomes a part of the story, seemingly able to touch the foreground, to lean around it for a better view. (image: the wanted man is now decidedly a foreground element). *it also means less time spent drawing all of the detail in the midground or background planes without ever aesthetically shortchanging your audience.

Hey, friends! Here are some thoughts on using planes in your compositions.

25.02.2025 17:03 ๐Ÿ‘ 898 ๐Ÿ” 260 ๐Ÿ’ฌ 13 ๐Ÿ“Œ 15
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Animation by Osamu Dezaki* | Tomorrow's Joe (1970โ€“1971)

#penciltest #sakuga #genga #2danimation

15.02.2026 18:01 ๐Ÿ‘ 144 ๐Ÿ” 46 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 1

A good thing about AI slop like the Cruise/Pitt fight thing is that it highlights just how repetitive and soulless MANY movie fight scenes are. They might as WELL be slop.
Some top-of-my-head things to keep in mind to make your fights human:
- Incorporate the environment (cont) 1/

12.02.2026 00:25 ๐Ÿ‘ 365 ๐Ÿ” 76 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 15

Animation is obviously top notch, but this music choice is *chef's kiss*

11.02.2026 18:18 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Just finished @pentadact.com's Tactical Breach Wizard and it's become one of my all time favourite games. What a gem! Gonna treat myself to the developer commentary and go through the whole thing again.

10.02.2026 21:30 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Is this for issue 14??

08.02.2026 21:27 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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This was a greybox tech test for Rรถki where we masked a scene load with the illusion of a continuous camera movement.

07.02.2026 10:05 ๐Ÿ‘ 241 ๐Ÿ” 23 ๐Ÿ’ฌ 7 ๐Ÿ“Œ 0
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From: Big Fish & Begonia (2016), dir. Liang Xuan and Zhang Chun, B&T Studio/Studio Mir

04.02.2026 22:50 ๐Ÿ‘ 621 ๐Ÿ” 161 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 11

goood morning. I hope your day is filled with dusty words and soft nouns.

05.02.2026 06:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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04.02.2026 10:53 ๐Ÿ‘ 12 ๐Ÿ” 2 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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man, I love Blender

03.02.2026 18:07 ๐Ÿ‘ 186 ๐Ÿ” 21 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0

Huge inspiration.

03.02.2026 11:25 ๐Ÿ‘ 12 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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i made a version of wikipedia you can doomscroll
xikipedia.org

01.02.2026 23:43 ๐Ÿ‘ 10523 ๐Ÿ” 3096 ๐Ÿ’ฌ 159 ๐Ÿ“Œ 287
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Reintroducing myself on here, My name is Sady Fofana and Im a Hardsurface 3d Artist at Valkyrie Entertainment, I like scifi movies, 3d Printing, miniatures and a ton more, always love learning about new types of art and hope I can see more of it here! #gameart #3dArt #hardsurface #art

18.10.2024 06:38 ๐Ÿ‘ 482 ๐Ÿ” 93 ๐Ÿ’ฌ 25 ๐Ÿ“Œ 3

They were the best to ever do it. Made me laugh as a 5 year old and still makes me snicker through my nose 22 years later

30.01.2026 16:33 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I love this sculpture in Guildford by Allan Sly. It accurately represents how I feel as a junior in game dev working on my first game - I'm learning a LOT.

30.01.2026 14:36 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Little thread where I talk about subpixel animation and share some of my own resources I made to study it better.

This is a circle I rendered in blender slowly crawling up 2 pixels over the course of 17 frames.

I'm showing the aliased version first and I'm going to break down what's happening here

30.01.2026 04:52 ๐Ÿ‘ 329 ๐Ÿ” 109 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 2

Hollie Taylor was the Animator on Mythmatch and if there's one thing I get the most compliments about, it's the animation.

She always goes the extra distance and adds tons of extra details and layers to the animations.

This hop / run blending is one of my favorites though!

29.01.2026 11:33 ๐Ÿ‘ 12 ๐Ÿ” 4 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Just over a year from posting this - removing it from my pinned because I've properly gotten into game dev, hohoho

27.01.2026 11:51 ๐Ÿ‘ 14 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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A huge part of Spirit Crossing's visual style is the cel-shading and outlines! Everything is modeled for the appearance of these shaders and how it renders in Unreal. That means using soft edges where you don't want an outline and hard edges where you do.๐Ÿงต

23.01.2026 19:53 ๐Ÿ‘ 81 ๐Ÿ” 24 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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pokemon gen 1 resprite #pixelart #pokemon

22.01.2026 12:13 ๐Ÿ‘ 5536 ๐Ÿ” 1813 ๐Ÿ’ฌ 90 ๐Ÿ“Œ 12