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Category: My work with Blender 3D Page 1 of 2

My Work with Blender 3D – III

Good Evening, everyone.

First, I would like to say that I am sorry for taking so long to do a new post to the blog. I had to do some travels for my work as a Sales Executive and didn’t have time to post or do anything new.

Hope you guys enjoy my last work on Blender and keep checking the blog!

 Animated chain using Key Frame and physics details.

 First attempt to make an Ice Cube into a water glass. With not so many details, with work better on this one.

 Two bellpeppers into water. Working with water physics and 1000 Samples.

This was a Second try of working a soccer ball. On this one you can check that I did many other details, reflects and shape.

On this one, I used a few Layouts and the Node Editor to make the gas effect.

Thanks for reading and hope to see you again!
Originally posted in 02/02/2014.

My work with Blender 3D – II

Moving along with more projects. Hope you like it. If you want to check the first part, here we go!

Another work, now dealing with reflection over two objetcs.

One of the first tries to work with a background. Deal with reflection and glass.

Solo try without tutorials or help from outside. Still working to get it better.

 Those are the last two tries when I worked with layers and wood texture and the cup, dealed with a 3 stage building object.

Well, that’s it so far. As soon as possible I will be back on track with more works and will post in here. Hope you guys enjoy this as much as I enjoyed working on it.

My work with Blender 3D

Blender is a free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender’s features include 3D modeling, UV unwrapping, texturing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering, video editing and compositing. It also features a built-in game engine.

I am not going really deep into it, because this is not the objective of it. But if you want to lear more about it, check the website below.

Now, I little bit of my work so far with blender 3D….

My first attempt of working with Blender 3D. This is something that I felt so happy by the time I though it was ready….

Another try, now using letters, reflection and more…

Situation to demonstrate Carve tool…

This one took a little bit longer, but I was equally great to do it. Unfortunately, because of my lack of technology, I am not able, yet, to animate it.

First try working with silk, fabric and glass.

This was made from a 2D model found over the internet.

To be continued…..

Creating my first music for a game. It couldn’t be that hard… Right?!?

Hello, friends.

How are you?

Sorry about being so absent from the page and not posting something in a while. Things are getting busy (way more than usual) and I barely have time to sleep.

Anyway, I’ll talk about my first assignment inside the game industry where a company back in Brazil contacted me to create a music for one of their mobile games. One of the problems was that I had 48 hours to create it…
“Well, 48 hours is not a problem at all”, I though. Not for me… and I’ll let you know why.

To start, when I accepted this task I believed that with my music experience (over 10 years), experience in playing games (since I can remember), talking about games and music, discussing with friends, having this website, etc, would help me working on that. “I created a few songs before. It was nice, people liked it. I can do this.” The problem was that I was so exciting on working in a song project that I forgot a few steps over the way.

1 – The Design Understanding!

The game was simple, but interesting. It was a side-scroll type with no end and you had to keep jumping and avoiding things to get the highest score. I started imagining a few bits, drums set, rhythm on my mind and decided to use a program that would help me build the song fast and, as before, the songs I made with it were really nice. I build a track with a bass line continuously, around 165bps, 170bps. It needed to be fast, but still understandable. Then I created a drums set, jumping from the bass drum to the snare, coming and going timing by the Hi Hat and the Ride Cym. It took me a couple of hours to complete and I was really happy with what I made so far. My problem at this time was that it had nothing to do with the game, I mean, It was a fast and nice track and would fit in another games like it, but not this one. I realized this when I sent my first (and what I thought would be the final to) sample to the client.

2 – The Client!

So, the client received my sample…. and what happened? He didn’t like it. The quality of the music wasn’t the expected one, the instruments weren’t right for the game, volume of a few were too high, others were too low, etc, etc, etc. It was a “nice” disaster and I realized I couldn’t expect to do the right and perfect song at my first attempt. Or could I?

Big mistake.

After talking a little bit more about the client, I understood what HE wanted and it was not what I wanted. Thats another problem with design: You work for the client, not for yourself and the sooner you learn that, the sooner you will avoid getting hurt when someone says you work sucks.

2 – The Learning and Creation Process!

Dealing with the client and solving that awkward situation, I started to researching what programs I could use to create the song and here comes another problem. Learning how to use a new program in 48 hours in the middle of a job.

I downloaded FL Studio and started working with it. It took me a while and a few hours of tutorial videos and reading to understand what I needed to do to create a song. It has a whole set of instruments, effects, weird sounds, keyboard styles, licks, samples, and more. A really interesting software if you want to deal with something around funk, techno, spy, dance kind of music. On this moment the problem was that I had already lost a day creating my first song, dealing with the client, downloading a new software, learning how to use it and creating something new.

So, to move things faster, I decided to create the song in the program I was familiarized with (Guitar Pro) and transfered to FL Studio.

It worked… for a while.

4 – The Work!

First, creating the song with a guitar, then transferring to Guitar Pro and finally transferring to FL Studio. Coming up with the music wasn’t the biggest problem. I like to deal with that and I can imagine a lot of samples, rhythms, how they work together and the final project. My main problem was: How I was going to use the right instruments, effects, sounds in order to fit the design understanding that I talked before? What kind of instruments should I use?

Then, I started…1, 2, 3, 4, 5 samples and, all the time sending to the client to check, get his feedback and modify.

After talking with my wife about it – which is a designer – she explained to me the idea behind the painting, how I was supposed to create something that express the feeling of the character, the scenario, the objective, and the game itself. I finally realized I was doing – almost everything – wrong (I missed the Design Understanding topic above). I was thinking as a gamer and building the song as a musician, but I completely forgot about the design and how I had to put everything together smoothly FOR the player and the CLIENT and not for ME. I created some samples of what I thought would be nice, inside my own music style.

After that class, I new what instruments, sounds and effects I was supposed to look for. It took me another couple of hours to deal with it, but I managed to work around. The song was ready! I sent to the client and he liked! Mission accomplished! (What I believed….)

I didn’t realized that, even having a good song and the approval of the client, it needed to be inserted into the game and tested into the specific device the game was going to be running. Why? Because on my computer and on my headphone, the music was fine, but by the time I downloaded in my cellphone, it was completely out of tune! And after that, the client said the music had to be in a loop with no “feeling of end”. In other words, it has to go on and on even being a small sample (30 seconds). EDIT: That is another thing that took me a while to figure out and realized that, for the engine Unity, .mp3 files are automatically increase of information in both sides of the song (beginning and ending) in order to load and end the song. I had to use a .WAVE file or something else. Another information I got is that there is a way to deal with that when editing your file called Crossfading where, according to Mark Harris (Digital Music Expert) “The term crossfading is a technique that creates a smooth transition from one sound to another — […]”. (Yep, I really made a research on it).

For some people this may be an easy task, but remember, this was my FIRST job and I was just so excited about it that I didn’t think about the technical parts.

Well, what happened was that I had to download another software (WavePad Audio Editing Software) to edit the song, loop it, cut the end, put pieces together, etc. And there goes a few of my hours to complete my task because I had to learn once again the program to deliver a good product.

Over the end I was working with Guitar Pro, to create my songs, transferring to FL Studio to clean and edit the song and, finally, to WavePad to do the final cuts.

“But, why downloading and dealing with 3 programs to create a song? Can’t a single program do all of that?” you ask me. Well, you know when people say its better to hire someone else specialized in something than trying to do yourself and mess it up with everything? I decided to do that. I used Guitar Pro because it was one of the programs that I had experience and had worked before, it was easy for me to write a song in it, create tracks, insert instruments, etc, everything with an acoustic guitar or a keyboard. FL Studio helped me editing the song as I needed, volume, effects, different types of instruments, adding more tracks if necessary, changing timing, etc, with more quality than Guitar Pro.

However, as a big program with a lot of functionalities it would take me a while to understand it and really be able to take everything from it. Finally, WavePad is a simple program to do the finals with your song, cut, paste, loop, trim, etc. Took me a few minutes to understand – and thats what I needed due to the deadline knocking on my door.

5 – The Available Time!

After all the happenings, I really had to stay awake a few more hours to finish the work. Coming and going between the softwares, how to use it, the details of the project, a real understanding of the project, what the client was expecting, among other things are only a few things that I didn’t consider when taking this job. When working with creativity, you cannot rely on your brain to bring something up out of the blue. Sometimes it happens with people in the middle of the night, sometimes when they woke up, even when you’re in the shower (like me) and you have to run to write it down or record it before you forget everything.

Also remember as living in another country different from my client, I had to deal with time zone and not all the time both of us were available to deal with the samples, feedback, ideas, changes, etc. One more problem to our list.

TIP: Its hard, but if for any reason you get stuck in something that deals with creativity, its probably because you’re putting too much effort into it. Yep, thats right, you cannot “force” creativity to come to you or out of your head. It took me a while to understand that because I always had the feeling “I could be working instead of doing this” or “this is a waste of time” or even “I don’t have time for this”.

What happened at the end?

I’m still waiting for the clients final answer about The client approved my work!!! For something I came up with in 24 hours – because the other 24 I was working on learning everything else and with the rest of my life (College, family, eating, sleeping) – I guess the final work was fine. Lets see. EDIT: Final work was accepted and now I have another sample to work on! 🙂

I’ll keep you posted for any news!

And you guys? Any tips or suggestion on how I should be working from now on?

Global Game Jam 2015 – What happened? We created a game!

Hello, everyone!

For the ones who were at the Global Game Jam – physically or virtually – just have one thing to say. It was awesome! It was my first time doing it – and was also the first time of my team which I met there. Except but a Brazilian friend that I’ve met before.

All the 4 of us had no experience with games and that was the best part. We could force ourselves into doing something for the first time or having to study a little bit more of something. We had 3 programmers and 1 artist and 48 hours to build a game!

And we did it! here is the link to our game at Game Jam page.

“Rognar, the mighty warrior and dragon killer. Saves the life of the princess, and after 9 months… She’s pregnant! Rognar has to stop “playing around” killing monsters and start working to support your family. Help Rognar with his hardest mission, making the princess and his baby happy!”

IMPORTANT: If you read everything, you will understand why that game has so many bugs and more. Its not finished. We did what we could as 4 Game Developers Rookies. And we loved it! And we are proud of what we did! Really! Believe me! 🙂 I am!

You can also check a few screens of the game below.

DAY 01

First of all we received the theme. 2015 theme was: “What do we do now?” YEAH. The theme was a question. “What do we do now?”. Pretty cool, huh? After receiving the theme, we went for dinner. We believe that forcing ourselves to have ideas at a first time wouldn’t be right and we’d probably won’t come up with any good idea. On the way and during dinner we came up with some pretty good ideas. Some of them really funny ones, another not so much, so of them kind of lost in time and space (mine) but we finally came up with a good one. It maybe not good for other people, but it was good for all of us, and that was important because we all wanted to work on that.

Then, after having dinner we went back to do some work. One again, nothing that would push us against our limits. That is not good at all. You code will be a mess, you won’t be able to speak, think, put ideas on the table, etc. When you work with ideas and projects, you have to be rested.

We worked from 6 or 7 pm until 12pm. It wasn’t hard and we felt really comfortable with that. So we decided to call it a day and have a good night of sleep. On the first day we had the idea, some sketches, puzzles, a few lines of code, etc. We went pretty far!

DAY 02

We didn’t start at dawn. No. We decided to sleep well and work hard. We started to work something about 9am and spend the day until 6 or 7pm working – between lunch, break and stuff. I was working on the animation (haven’t use flash since 3 or 4 years ago). Gustavo was doing the programming stuff as he was the only one that had some idea of how Unity 3D worked and had also worked with it. Logan was helping with the Programming also and the sketches (some pretty fuckin* good sketches. That guy is a PRO) and Kris was the artist of the whole thing and also worked on the theme song.

Over all, we all did a little bit of everything because we knew almost nothing on how to build a game and that was really nice.

12 hours to go.

We build a bunch on mini-games on the medieval age with our character, Rhognar the Barbarian. As said before, the plot was that he was the guy! Dragon Killer! The Man! The Warrior! The ultra-must-of-the-must! He finds out that the princess that he saved got pregnant and now they have to “drop” the whole warrior stuff to get a job and be a Dad. Yeah. We brought him to the real life.

The rest of the day was giving ideas for the game, how we could do all the mini-games and learning a lot about what we were doing. I do have to say that I learned a lot with those guys and had a great time creating the game.

Still, nothing much different from this. Coding, creating, learning, searching for information, etc. We spend all day doing this.

DAY 03

The final day. Talking about me, I was so excited to finish my animation and had some great ideas because everything was going just fine…. and for some reason that wasn’t good. I got to the Game Jam about 9am and found out that the power of the place was out. I spent the whole morning waiting for the light to come back so I could keep working on the animation. Unfortunately, about 2pm I gave up and went home. Now, fortunately, Gustavo had all the information for programming at home and could finish the game and Logan and Kris did a lot of the art work the night before. The opening scene was almost done and we had to used what I had done so far. I wasn’t really happy with it, but it was what we had for the time.


Even reading that you wouldn’t need to have any experience to join a team at Game Jame and even participate, I felt like that would definitely help. I myself felt useful only on the second day after searching on how to do the animation. Anyway, there are a bunch of ways that you could help. This is just my point of view.

We couldn’t finish the whole game and, as I said, there are a bunch of bugs and stuff that is not completed but I am proud of how much we did in 48 hours and remembering that that was our first Game Jam, first time working together as a team, first time working as Game Designers, etc.

Well, that it. If you miss this one, don’t worry. We’ll meet there next year and maybe work together.

Thank you all, Gustavo, Logan and Kris for this really nice experience and hope you enjoyed working with me as much as I enjoyed working with you guys and sorry for something.

Global Game Jam – 2015

Hey! Have you guys heard about the Global Game Jam? Oh, yeah, man! This is the real deal if you want to create a game, getting some experience, meet people and see what the Game World is like. It’s Sponsor by some companies as Facebook, Unity 3D and Microsoft. And, if you want, you can have you game (if its good enough) being release by Microsoft. How good that sounds?

Here is the trick. You have 48 hours to create a game according to a Theme that is only release about a few hours before the beginning of the event. Don’t know about you, but this is really exciting to me! Also, if you want more information about it, you can check this link.

But you may ask: “I have no experience and don’t know how to program or something like that. How I am supposed to create a game?”

Well, you may find this and many other questions over the link I posted, but, about this one, you don’t need to have any experience. Of course that would help, but we are talking about a new experience, meeting people, improving your resume. You will find out that there are many ways that you can help a team when talking about a game creation.

However, here is what is the Game Jam and more information that I got from their site!

The Global Game Jam (GGJ) is the world’s largest game jam event (game creation) taking place around the world at physical locations. Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal.

The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed in a 48 hour development cycle. The GGJ encourages people with all kind of backgrounds to participate and contribute to this global spread of game development and creativity. 
The structure of a jam is usually that everyone gathers on Friday late afternoon, watches a short video keynote with advice from leading game developers, and then a secret theme is announced. All sites worldwide are then challenged to make games based on that same theme, with games to be completed by Sunday afternoon. In January 2014, we had 488 locations in 72 countries create over 4000 games in one weekend! […] The jam is known for helping foster new friendships, increase confidence and opportunities within the community. The jam is always an intellectual challenge. People are invited to explore new technology tools, trying on new roles in development and testing their skills to do something that requires them to design, develop create, test and make a new game in the time span of 48 hours.

 The GGJ stimulates collaboration and is not a competition.

So, what are you waiting for? Don’t miss this opportunity. I will be there, for sure. And you?

Is Nintendo really leaving Brazil behind?

Hello, all.

Sorry for posting this so late. College is taking most of my time and I have a lot of stuff to study. I will try to keep the site updated at least once a week.

Well, don’t know if you guys checked that out. Nintendo is officially leaving Brazil…. at least is what most of the news are publishing.

However, in an interview gave by General Director of Latin America, Bill van Zyll to the Brazilian news portal (as you can check here) he said that they are not giving up of Brazil.

According to the news published on Monday 12th, 2015, Nintendo had informed last Friday – January 09th – that they have canceled the official distribution of Nintendo games in Brazil due to the high taxes. Still, Zyll said that the Nintendo products will still be available on the Brazilian market as long as the stores have them. (Blog’s Author note: In other words, if you are a Nintendo player, RUN and get the game you wanted so much before it ends.)


Still, regarding to the interview, Zyll said that they will keep working to get a solution or a different model for the Brazilian market and than bring to this market the news releases for 2015, like The Legend of Zelda: Majora`s Mask 3D and the new Star Fox and Zelda, for the Nintendo Wii U.

For the General director of Nintendo, there is a great solution for that, as the digital versions of the games, that you may find at the virtual eShop for the portable 3DS and soon will be arriving to Wii U console.

Another alternative for the Brazilian Import Taxes is the national manufacturing of Nintendo’s consoles, but for Zyll, this is not a right solution to the company where he says that “how can you establish a complex local process and expensive just to run away from the high taxes forced by the country? This is not so simple, because we thought and valuated this option and, over the end, we concluded that the cost benefits of local production is not the right solution”. (Blog’s Author note: In parts I agree with him. Its hard to bring the whole company to a specific place just because of the Taxes. And Brazil has some of the higher in the world…. so, we have a problem there…)


He complements that saying that this model of production is the main reason that Nintendo is behind in Brazil. He states that: “In one moment, the rule is to import, than everybody was importing and the prices were high, but this changed out of the blue; the new reality is that some companies are manufacturing their products nationally and that made theirs prices to drop, but we kept importing and with that we couldn’t have the right values”.

 Over the end about this subject, Bill van Zyll said that the objective of Nintendo is to get back to selling their products officially in the country, where he states that: “We are a patient company, we only need the right circumstances”.

Well, what you guys thing about that? Other companies like Sony and Microsoft already built their offices in Brazil and are doing really well. Personally – and going against what I said before – if they want to get competitive in the market here, they will probably have to deal with the taxes (which if any of you want to know, for a simple import process, you can add over 60% of the value after converting from USD/CAD/EUR or whatever you are bringing your product. That would be a gross value. After you may add the value of people, offices, building, renting, etc.

I truly believe that waiting is a good option – for now – but if you a smart guy/girl – and I believe you are because you are reading this – you probably know how the economy in Brazil is doing and waiting may not be a smart move to do right now. In a nut shell, things are getting worse over time and if you don’t jump in now, you may get more damage jumping later.

And you? What do you think about it? Should Nintendo go to Brazil and make it happen or “wait for the right moment”?

9 truth and lies about the Brazilian Game Market

Good evening, everyone!

Most of you do know about the Game Market everywhere. We also know that Europe, Asia and North America are one the greatest ones when talking about developing, publishing, playing and doing all kind of stuffs with games. However, what is interesting is that most people do not know about the Game Market in Brazil and, even the brazilians, don’t know how things are going here.

Well, I found this article here (from 30thOctober – 2013) where you can check the full Portuguese version of it and thanks to Mauro Berimbau, I have this opportunity to share with you a little bit more about this market here, in Brazil.

Hope you like!
9 Truths and lies about the Brazilian Game Market

The image that we commonly have of the Brazilian market is almost the same. The fun of a little group of fatty teenager nerds which parents pay a lot of money to keep them in track. The ones who do not fit into this profile goes after the pirate stuff and, that’s why this sector can develop. But, is that really true?

Recently researches (for the time) about this sector and the consumer reveals the truths and the lies about this subject.

1 – People that plays video games are fatty and nerd kids.

FALSE – The average age of playing men are 35 years old. That demonstrate electronic games, officially introduced in the national market by the extinct Poly vox in 1983 with the ATARI, are inside the buying habits of Brazilian entertainment. Children from the past grew up with video games and today we have a really relevant market. Still, some of them are, in fact, fatties and nerds. J

2 – Games are so expensive in Brazil that only the rich people can enjoy it.

FALSE – We know today that 80% of gamers in Brazil are from class B and C. That is because, mainly, of the computer and the mobiles, with the high inclusion in the several social classes.

3 – Men are the ones who play more video games.

FALSE – Women represents now 41% of the gaming public. And don’t think that they are teenagers. The average age is 32 years old. The profile, however, is a little bit different and they prefer to play social games, puzzles and action.

4 – The main platform in the video game market is the console, as the Playstation 4 or XBOX One.

FALSE – In Brazil, 85% of the players use PC, playing the great blockbuster from the industry, but mainly playing games on facebook and mobile games spread all over the internet.

5 – Ok… So video games came on the second place, right?

FALSE – Wrong. On second place we have the smartphones as a platform for games for 73% of the Brazilian players.  These guys are the responsible for the great insertion of the games inside class B and C, and because of that, a lot of Brazilian developers worked on more and more apps for smartphones.

6 – UAU! So video games have the third place?

TRUE – 66% of the players are on the video games, and 56% of them are playing online.

7 – But Brazil has a game market with great potential.

TRUE – The United States are far ahead when talking about consuming video games with 145 million of activated players. That is the reason most of the companies keep their focal operations there. The Brazilian market has 35 million of activated players – comparatively lower, but believe: it is much more than a great part of countries in Europe and it’s the biggest market in Latin America. It’s simple math: if there are countries that most of the population consume games, imagine if it’s the same in Brazil. And you can use it for the many economy sectors.

8 – Who likes cell phone games are known as “casual gamers”, which prefer simple and faster games, like the ones on your smartphone and facebook. Now, the “hardcore gamers” prefer complex games, know a lot of different games and stay as many hours as possible in from of the TV.

FALSE – Mobile players tend to spend 2h40min per day, playing a lot at home, at work or during waiting moments, playing different games. Now, video game players spend 2h per day, staying only at home and usually dedicated to one game at a time. The idea of hardcore gamers is more likely to a dedicated fan then a great game consumer.

9 – Piracy is the main problem for the poor development of the game industry in Brazil.

FALSE – Piracy is a problem in Brazil, but is decreasing gradually, especially when considering the game universe the access to game for PC and mobile, as mentioned before. The number of players that pay for the games is really huge in Brazil compared to countries in Europe and the Latin America, with 17 million of payers. It is known that piracy is not the main source of the problem, but a consequence of a social situation: it shows when is more convenient than buying the original game. In other words, the problems of the higher prices and access to the games motivate people to go after alternatives to reach the games.

So, what do you think about it? Agreed or disagreed with these points? All the source links for these text you can found here and thank you to Mauro Berimbau one more time for this amazing text.

Have a great night!

One more work with Blender 3D

There we go!
This was one of my last work over Blender. I couldn’t spend much time on these days. Sorry.
On this one, I used a few Layouts and the Node Editor to make the gas effect.
Still learning as always, but hope you like it.
If you want to check my whole projects and evolution over Blender, you will find a few posts here at the blog or, more “behind the scenes” pictures on my Facebook Album – Blender 3D.
See you!

My Work with Blender 3D

Good Evening, everyone.

First, I would like to say that I am sorry for taking so long to do a new post to the blog. I had to do some travels for my work as a Sales Executive and didn`t have time to post or do anything new.

Hope you guys enjoy my last work on Blender and keep checking the blog!

My work with Blender 3D
 Animated chain using Key Frame and fisics details.
My work with Blender 3D
 First attempt to make an Ice Cube into a water glass. With not so many details, with work better on this one.
My work with Blender 3D
 Two bellpeppers into water. Working with water fisics and 1000 Samples.
My work with Blender 3D
This was a Second try of working a soccer ball. On this one you can check that I did many other details, reflects and shape.
Important to say that I would never do this without my tutorial videos on youtube.
Thanks for reading and hope to see you again!

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