Today’s Art (31st August 2018)

Although today’s digitally-edited painting didn’t turn out as well as I had hoped, it was inspired when I turned off the light in the kitchen and happened to see a distant streetlight. The night sky had a deep blue/dark purple quality to it (which contrasted perfectly with the illuminated hedgerow beneath it) and the silhouettes of a nearby tree and house looked really dramatic. So, I made a quick sketch and then tried to paint it a few minutes later.

As usual, this painting is released under a Creative Commons BY-NC-ND licence.

“From The Kitchen Window” By C. A. Brown

Top Ten Articles – August 2018

Well, it’s the end of the month and this means that it’s time for me to do my usual thing of providing a list of links to the ten best articles about making art, writing fiction and/or making webcomics that I’ve posted here over the past month (plus a few honourable mentions too).

All in all, this month has been a reasonably good one in terms of articles, even if I was also busy with lots of stuff. Still, there ended up being slightly more reviews posted here than I’d initially planned (then again, this seems to be something of a trend here these days).

Anyway, here are the lists 🙂 Enjoy 🙂

Top Ten Articles – August 2018:

– “One Basic Way To Get The Size Of Everything In Your Drawing Or Painting Right
– “When A Story Fails At The Last Minute – A Ramble
– “Three Basic Reasons Why Nostalgia Turns Up In Creative Works A Lot
– “When A Short Story Turns Out Badly – A Ramble
– “Three Things To Do If You Worry That Your Art Is Getting Worse
– “When Your Art Style Gets In The Way – A Ramble
– “One Benefit Of Creative Limitations
– “When Nostalgia Isn’t Defined – A Ramble
– “Simplification And Storytelling – A Ramble
– “Two More Quick Tips For Making Monochrome Art

Honourable Mentions:

– “Make Your Filler Comics Fun (To Make) – A Ramble
– “Two Quick Tips For When Your Artistic Enthusiasm Runs Low
– “Here’s Another Thing Computer And Video Games Can Teach Writers And Artists

Today’s Art ( 30th August 2018)

Well, today’s art is a monochrome piece of “Blade Runner” fan art. If you’re interested in the reasons why I made this piece of fan art (and the creative decisions I took whilst making it), then check out this article of mine.

Since this is fan art, this drawing is NOT released under any kind of Creative Commons licence.

“Fan Art – Blade Runner – But, Then Again, Who Does?” By C. A. Brown

Mini Review: “Planisphere” (WAD For “Doom II”/ “Final Doom”/ “ZDoom”)

Well, I thought that I’d take a look at another “Doom II”/”Final Doom” WAD today (wow, three in one month!). And, after a little bit of searching, I found a WAD called “Planisphere” that looked like it could be interesting.

As usual, I used the “ZDoom” source port whilst playing this WAD – but it will work on any limit-removing source port. However, since it uses the “Wolf 3D” enemies and a “Wolf 3D” texture from “Doom II”, one part of the level possibly won’t work properly on German versions of the game and/or the “BFG Edition” version of the game.

As a general note, I’ll probably be using “ZDoom” even more often, since one of the side-effects of the hardware changes I had to make to my classic mid-2000s computer a few days before preparing this review is that it will no longer run “GZDoom”.

So, let’s take a look at “Planisphere”:

“Planisphere” is a single-level WAD from 2017 that also includes new music and a new skybox texture.

Surprisingly, the accompanying text file actually includes a backstory for the level, which revolves around a train journey gone horribly wrong (which also explains why the level begins and ends beside a train station).

Plus, this WAD does the cool thing of showing you a later part of the level near the beginning of the level.

One of the first things that I will say about this level is that it is a mixture of cool moments and frustrating moments. This level is filled with an interesting variety of cool-looking themed outdoor areas (eg: an urban area, a fantasy/horror/Aztec-style area, a sci-fi style area and a small WW2-themed area) and this kind of makes it feel a bit like a more action-packed version of “The Crystal Maze“.

There’s a dramatic post-apocalyptic city area.

And a pyramid too 🙂 A pyramid!

You can also find a ship too 🙂

In addition to visual variety, there’s also some degree of gameplay variety between these areas. The first and last areas (which overlap slightly) are fast-paced action segments. The fantasy/horror-themed area is a mixture of action and strategy, and the sci-fi themed area is eerily devoid of monsters.

The total lack of monsters actually makes this area quite creepy.

However, whilst it’s cool that “Planisphere” tries to add some variety to the gameplay, this can also make the pacing of the level somewhat uneven and inconsistent. This isn’t helped by the fact that this is one of those levels where you’re likely to get completely and utterly stuck at least once.

For example, I spent at least 20-30 minutes wandering around one area aimlessly until I eventually realised, purely by chance, that a nearby lift can actually ascend three floors rather than the two it initially seemed to be able to reach. Likewise, I almost got stuck in another area until I found a room that was “hidden in plain sight” (although, to be fair, this was a fairly clever piece of level design that relies on how a player would normally react to one type of location).

One interesting level design quirk is that there seems to be at least one totally optional area. Near the end of the level, there is a locked door that requires a yellow key. As I looked around for it, I ended up finding the end of the level instead. So, out of curiosity, I went back and took a quick look behind the door (with the “no clipping” cheat) and found a red door that contained a totally optional missile silo-style area.

Seriously, this is one of the coolest parts of the level, but it’s very easy to miss.

In terms of difficulty, this WAD is a bit of a strange one. Whilst it isn’t exactly ultra-challenging (eg: the one time you’re faced with a horde of enemies, you’re given a plasma rifle and a megasphere), the level sometimes achieves it’s difficulty in rather cheap ways.

Whether this is being very slightly stingy with the amount of ammo the player is given, or placing enemies on ledges in some puzzle-based areas etc… the moderate difficulty can sometimes feel like it has been achieved by cheap methods.

For example, unless you search thoroughly, you’re probably going to run low on ammo here.

The custom music consists of ominous MIDI music that lends the level a slightly gothic/gloomy atmosphere, whilst also being stylistically in keeping with the traditional “Doom” games too.

All in all, this WAD is something of a mixed bag. Although this WAD contains some cool-looking areas (mostly just using the standard textures too), a four-area structure and some reasonably fun moments, the pacing of the level is somewhat uneven, the amount of ammo on offer is a little bit low at times and expect to get stuck at least once or twice.

If I had to give it a rating out of five, it would get three.

Here’s Yet Another Thing Computer And Video Games Can Teach Artists And Writers

Well, I thought that I’d look at the topic of gaming and creativity yet again, mostly because of a mundane experience I had when looking online for a desk chair for the backup computer I recently installed.

I was comparing all of the chairs on a website and sorting them by price, when I suddenly thought “This reminds me a little of an upgrade screen in an early-mid 2000s action game.

If you’ve never played these games before, then they often tend to feature bonuses etc.. that can be collected in-game and then used to “buy” upgrades and items for your character. There’s a degree of skill in choosing what to buy with the resources you have. The upgrade screens look a bit like this:

This is a screenshot from “Alien Shooter” (2003), showing the game’s upgrade screen.

This is a screenshot from “X-COM: Enforcer” (2001), showing the game’s upgrade screen.

So, what does any of this have to do with creativity? Well, it’s all to do with how creative works can make mundane experiences (eg: shopping etc..) seem much cooler and more dramatic.

This provides lasting value to the audience, by both making everyday moments seem cooler and by immersing them in the game/story/comic/painting etc.. more by linking it to common, everday things.

Because games are interactive, they often tend to contain the best examples of this sort of thing. For example, if you’ve ever had to find a way to re-arrange your stuff in order to make more space, then “Tetris” can spring to mind.

This is a screenshot from “Techlogica TechTris” (2006) – a “Tetris”-style game.

This is a game that revolves around quickly fitting tessellating shapes into a limited space. And, thinking about re-arranging things as “a live-action version of Tetris” can be a way to inject some fun and/or humour into what is basically an arduous and tedious task.

But, other things than games can also evoke this feeling too. For example, if you’re looking at or editing a picture on your computer and you zoom in on it, then you might possibly think about the ESPER machine from a classic 1980s sci-fi film called “Blade Runner”.

If you’ve never seen this film before, the ESPER machine is a photo-enhancement machine that plays a brief, but important, role in the film. It’s this hulking, whirring analogue thing that still somehow looks really futuristic. And, yet it does the same thing as a basic photo viewer or image editing program does these days.

This is a screenshot of the ESPER machine from “Blade Runner” (1982). In the 1980s, this was a cool piece of sci-fi tech. These days, even the most basic computer programs will do more than it can.

In conclusion, finding ways to make mundane tasks seem cool, interesting or exciting can be one of the easiest ways to ensure that your creative work lingers in your audience’s imaginations – since experiencing everyday things can remind your audience of the things that you’ve made.


Anyway, I hope that this was useful 🙂

What Can Computer Keyboards Teach Us About Creativity? – A Ramble

Well, one of the interesting side effects of transferring my computer’s hard drive into a different vintage computer (since the motherboard on the other one was dying) is that the other machine only accepts USB keyboards. So, I had to dust off an old keyboard of mine that I hadn’t used since about 2010 or so.

One of the things that really surprised me is that different keyboards can feel very different to use. It wasn’t something that I’d really thought about before, but the keys on my USB keyboard felt somewhat spongy when pressed, the “shift” key has to be pressed fairly hard and the “backspace” key is absolutely tiny when compared to the even older PS/2 keyboard I’d previously been using.

Yet, this USB keyboard was the keyboard that I’d learnt to really type quickly on. When I used it regularly between 2006-10, it felt perfectly normal to use. Yet, returning to it a few years later, it felt completely different to the keyboard I’d been using previously. Ok, I got used to it again fairly quickly, but it made me think about tools and creativity.

In short, it reminded me how branding doesn’t matter quite as much as you might think. As long as you are skilled at using one particular type of art or writing materials, then it’s usually fairly easy to get used to other variants of them.

For example, the main reason that I’m able to adapt to the quirks of this USB keyboard fairly quickly is because it is a QWERTY keyboard. I’ve had a lot of practice with this keyboard layout, so even using a different brand of QWERTY keyboard that is a slightly different size and whose keys “feel” slightly different when pressed isn’t that difficult.

Yet, if I was faced with a Dvorak keyboard, I probably wouldn’t be able to type anywhere near as quickly. All of the instinctive motions that I use when typing would be completely wrong. So, even a cheap or old QWERTY keyboard would be more useful to me than the fanciest and most expensive Dvorak keyboards out there.

So, what was the point of this? What can it teach us?

Well, simply put, branding doesn’t matter as much as you might think when it comes to art or writing supplies. As long as you are familiar with a general type of art or writing tool (eg: QWERTY keyboards, watercolour pencils, rollerball pens etc…), then adapting to different brands of it can be much faster than you might think.

At the end of the day, skills (gained through practice) matter more than the exact quirks or branding of any one product do.


Sorry for the short article, but I hope it was useful 🙂

Today’s Art (27th August 2018)

Well, after all of the monochrome art and comics I’ve made over the past week or so, I thought that I should probably get back to making colour artwork again. Still, since I was slightly out of practice, this digitally-edited painting ended up being a slightly minimalist cyberpunk painting.

As usual, this painting is released under a Creative Commons BY-NC-ND licence.

“Derelict Sector” By C. A. Brown

The Complete “Work In Progress” Line Art For My “Damania Doodle” Webcomic Mini Series

Well, as usual, I thought that I’d show off the “Work In Progress” line art for my recent “Damania Doodle” webcomic mini series.

Although this mini series consisted of a series of six monochrome digitally-edited drawings, I used this scanned line art as a basis for the digital elements of each comic.

Although there are a few small dialogue and/or art changes between the line art and the finished comics, they’re mostly fairly similar to each other.

You can click on each piece of line art to see a larger version of it. Anyway, enjoy 🙂

“Damania Doodle – Office (Line Art)” By C. A. Brown

“Damania Doodle – Practice (Line Art)” By C. A. Brown

“Damania Doodle – Latest (Line Art)” By C. A. Brown

“Damania Doodle – Recycling (Line Art)” By C. A. Brown

“Damania Doodle – Left Behind (Line Art)” By C. A. Brown

“Damania Doodle – Off Peak (Line Art)” By C. A. Brown