**** ANDROID ARTS : NIKLAS JANSSON ****
RAM THE SYSTEM - BYTES WANT TO BE FREE
10 DATA : Arne Niklas Jansson is writing this in third person, because that's how things are done on some websites. He likes to draw stuff, but sometimes he can be a bit of a slacker. Most of the time when he draws stuff it's stuff from and for games. He also used to play games, but now he's too old and grumpy so he watches people play games on youtube instead.
Some of the pages here have some mild adult content, but I'm not your nanny.
20 PEEK :
Art Tutorial -
This art tutorial appears to be fairly popular. I wrote most of it back in 2005 and haven't really gotten around to adding much of the insights I've had in the last 7 years. The page was hosted over at PSG before, but that site is defunct.
Metafight / Blaster Master -
This is most definitely one of my top 5 favorite NES games. Tiny jumping tank and tinier pilot which can jump out and do measly damage, almost turning regular enemies into minibosses. Exploration, robot enemies, upgrades. I never did finish the game though. It was hard.
Rebelsquad (X-COM) -
X-COM. It's one of those games which I really like but rarely play because it feels like such an investment to allocate the time and focus needed for a proper X-COM session. Nevertheless, it's one of my top 5 game-projects-to-finish-one-day (a clone, unless some rich guy buys me the rights). Another one is MoO1.
Master of Orion 1 - Perhaps I am one of those in minority who prefers the first game over the second, due to its focus on "macro" oriented strategy. A bit into this project I derailed and started on my own setting for a 4X game. I really want to work more on this project. You can set up games that scale well with the time commitment you're willing to make as a player.
Megaman Legends - This is one of my favourite game series. Megaman Legends has some wonderful characters, with Tron Bonne and the ReaverBots being the stars of the show. I threw in some classic Megaman designs just for kicks. As for the gameplay, I haven't worked much on that yet. I kind of like the setting and characters more.
Quake Done Cute. I'm quite fond of the Quake 1 setting with its Lovecraftian influences. Even though the designs were all over the place, there was a certain coherence to the atmosphere. I prefer to play it in software render for the noise and grit. My take on it here is a bit different though...
Bomber Queen -
Robo Warrior, a.k.a. Bomber King seems to be an experimental version of a Bomberman game. It had a fun first level but quickly became monotonous later on. With this project I try to give the game mechanics a meaning in the story and setting. Anecdote: As a kid I managed to do the 'infinite items' cheat by random chance.
Xexyz / Turtle game - This game has an atmospheric first level, unfortunately followed up by monotony and sloppy platform game mechanics. My project here turned into an X-COM style game halfway through. I couldn't resist, since many of the components (such as suits and vehicles) were there.
The LEGO project -
I grew up with construction toys, and LEGO is one of the best. However, as a concept artist I wish there were more parts geared towards making cool mechanical designs, so I set out to design some which I thought would be useful. I also took a look at the old LEGO Space setting. And no, The LEGO Group has no interest in doing something like this.
Flying Spaghetti Monster - More than likely, You have already been Touched by His Noodly Appendage.
REM : Commissions:
I don't often do commissions, but I'll put this info up here just in case. As of 2016 I charge 600 SEK per hour. That is around 70 USD or 64 EUR. A flat-colored sketch (which can be hit or miss) is usually 45 minutes to 90 minutes of work. Longer if the subject is complex, needs research or lots of exploration / feedback. A more polished sketch (better line detail and some shading) doubles that time. I don't do polished stuff well, but sometimes I have to. It might eat up a work day, often split across two. I prefer doing loose concept art work.