
I am proud to say that although the drawings on the show are not anywhere near my usual quality, (definitely not the kind of drawings I would want to showcase on television) that I stepped up the the challenge having been asked to do this like, the night before. Being with the kids in the game-show-like atmosphere and having to draw so rapidly to the real-time-stream of consciousness descriptions while being recorded for TV was exhilarating and reminded me of my childhood love of Aragones' art and how as a kid I imagined he created. Growing up I had read that Sergio Aragones was this incredibly fast drawer, and since I loved his art in Mad Magazine, and Groo comics I always aspired to be the fastest artist I could be. On November 22nd on I was on Canadian television kid's show In Real Life.ĭrawing for the show was quite a challenge as I had to draw on the spot based on a string of descriptions run off, on the spot, by the young contestants on the show, while both the kids and I were simultaneously timed! I have never drawn like that before and it was a challenge and a fun one at that. It made me feel like a kid again looking at level maps in magazines like Nintendo Power trying to figure out say, the racer level in Battle Toads. This image is one of them, and it was so fun to design side-scrolling levels this way. On Astro Boy we were creating a side-scrolling platformer, and I got to do some napkin-doodles and quick sketches of level design ideas for the designers. The result was great.Įven though I have a title of Artist, most of the time I have my hands, and mind in many aspects of the process. With so I came up with the idea: Lets play a pre-rendered video in the background and have the characters just superimposed over it! It was tempting to model these backgrounds at a high resolution, higher detail than the consoles would normally be able to render real-time, since these backgrounds were going to be just videos playing in the background, but in order to keep the illusion that these were actually in-game assets, and not burden the player with realizing the background was a videowe modeled and rendered them as close to in-game assets as possible. Through bad guys and obstacles, but we couldn't afford to actually loadĪnd render that kind of a background on the platforms we were working Through these massive and complicated environments, dodging and fighting The idea for the level was to have Astro Boy fly

I am especially proud of that level because we very creatively solved
