Technical Direction / Animation / Games / ❔ Miscellaneous ❔ | I like to make weird and wacky things! (formerly @dninosores)https://linktr.ee/ollyisonit
Don't wanna be here? Send us removal request.
Text
Whittled Down will be screening in the New Visions Shorts Program at the Shock-A-Go-Go horror film fest! They've got a great lineup of both horror features and shorts (including mine) running from May 17-18. Catch Whittled Down at 5:30 pm on May 18 in the Lumiere Cinema, Los Angeles. I'll be attending the screening in person, so feel free to drop by and say hi!
Buy tickets here https://shockagogo.com/
#whittleddown#indieanimation#indiehorror#horror#experimentalanimation#animation#shortfilm#animatedshort#indiefilm#indie#2danimation#3danimation#2dart#3dart
1 note
·
View note
Text
Hey y'all! I'm super excited to announce that Whittled Down will be having its world premiere at the LA Student Film Fest on 4/13 🎉! It'll be screening at the Let Live Theater in Los Angeles at 5:00 pm. I can't wait to see my weird little movie on the big screen, and I'm looking forward to seeing everyone else's films! You can check out the Whittled Down trailer at https://whittleddownfilm.ollyglenn.com.
The full event runs from 4/12-4/14, check out @lafilmfestivals at www.lafilmfestivals.com for all the details.
#whittleddown#indieanimation#indiehorror#horror#experimentalanimation#animation#shortfilm#animatedshort#indiefilm#indie#2danimation#3danimation#2dart#3dart#theactorscompanyla#LAfilmfestivals#LAstudentfilmfestival#LAstudentfilmfest
1 note
·
View note
Text
IT'S DONE! After 16 absolutely INSANE months of production I finally finished my thesis film Whittled Down, a mixed 2D/3D short horror film about a wolf trapped in a cabin with a clock. I'll be posting behind-the-scenes sneak peeks as I get closer to releasing this crazy thing, so stay tuned!
#whittleddown#indieanimation#indiehorror#horror#experimentalanimation#animation#shortfilm#animatedshort#indie
8 notes
·
View notes
Text
FEEDING LOG Behind The Scenes!
I did a couple tricky tricky things to make the sound in FEEDING_LOG more immersive, so I thought it would be fun to make a video about how that game works under the hood! (it's secretly a first person game in disguise)
youtube
2 notes
·
View notes
Video
youtube
WARNING - UNAUTHORIZED VIEWING IS PROHIBITED!
If you like analog horror or the SCP Foundation, then you’ll love my latest game FEEDING_LOG_01172013, created in 48 hours for Ludum Dare 50! Pause and play an anomalous videotape to keep the entities within from breaching containment!
Features:
- Reality bending entities that manifest through film!
- Immersive 3D audio that will make your skin crawl!
- Really gross food!
This game is much more than just a videotape--it is unlike anything you’ve ever experienced! Check it out for free on itch and get ready for the ride of your life!
6 notes
·
View notes
Text
Added some more monsters to the squad

24 notes
·
View notes
Text

Check out this fun guy!
3 notes
·
View notes
Text
THE SNAKES ARE HERE
Just finished THE SNAKES ARE HERE!!! for this year's first ever Husky Jam! I had a great time working on this silly snake-sorting game. Check it out on Itch!
1 note
·
View note
Video
youtube
ROUND AND ROUND LET THE CITY TURN PARTY IN THE HILLS WE CAN PARTY IN THE BURBS ROOF ON FIRE LET IT BURN CHAMPAGNE IN MY HAND IM NOT CONCERNED
3 notes
·
View notes
Video
I just finished a rig I’m working on for a matryoshka doll model and what better way to test it than having it bust the Pearl...
1 note
·
View note
Photo
Here’s a little peek behind the scenes of what Follow My Voice looks like with the lights on! Yes, the ghost that helps you looks like a giant tic-tac, don’t worry about it ;). If you want to hear more about the challenges of creating a game that was entirely sound-based, check out my post on the ludum dare website or keep reading under the cut: https://ldjam.com/events/ludum-dare/48/follow-my-voice/holy-smokes-thanks-yall-or-on-designing-a-game-with-no-audio
Wow!!!!! After an absolutely hectic 48 hours of development and a super fun month of playing other people’s amazing games, it looks like Follow My Voice ended up finishing in 1st for Audio and 5th for innovation! SWEET CRIMSON THAT’S INCREDIBLE!!!!!! Making an entirely audio-based game with no visuals was definitely an interesting challenge, and I had loads of fun trying to figure out how to make the game actually playable without feeling insanely difficult or unfair.
By far the biggest challenge in this game was figuring out how to let players orient themselves in 3D space without being able to see. Normally if you’re walking around with your eyes closed, you can feel around in the dark with your hands to find obstacles or tilt your head to hear sounds coming from different directions. However, if you’re blind in a video game, you don’t have access to all the extra senses you would have in real life (like balance or proprioception) so navigating in a game without visuals is significantly more difficult.
In order to work with this fundamental lack of information, I made few design decisions that restricted the way level design and player movement worked:
1: The Level is Completely Flat
One thing I noticed very quickly is that when you’re wearing headphones, it’s almost impossible to tell if a sound is coming from above or below you. In real life, if you wanted to figure that out you could tilt your head from side to side, but without using a VR headset or some extremely wacky controls that’s not possible to simulate. I made the level flat to take away that ambiguity.
2: The Player Can only Look Left/Right
Have you ever been playing a dark first-person game (not an edgy game, just a game where there’s not a lot of light) and gotten stuck because it was too dark for you to realize that you had been staring at the floor the whole time? Take that problem and multiply it by a thousand and you get Follow My Voice. This is another situation where in real life you could use your other senses (in this case balance) to figure out whether you were standing upright, but you can’t bring that sense into a game (especially an entirely audio-based game) without some extremely wonky controls. Once again I solved this problem by just getting rid of it; if the player can only look left and right, then they can’t get stuck looking at the floor.
3: Beacons! Beacons! Beacons!
Giving the player a way to figure out what direction they’re facing is probably the most important problem to solve in a game like this. If the player doesn’t know which way they’re facing, they can’t get their bearings and the level will devolve into a nightmare of running in circles and crashing into walls (or at least, more of a nightmare of running into circles and crashing into walls than it is right now). My solution for this was making sure to always have at least one sound playing at a stationary location at all times. The ghost’s constant whispering doesn’t just serve as a goal for you to move towards; it also serves as a beacon to remind you which way is forward.
4: EVERYTHING MUST MAKE A SOUND
Okay this one seems kind of obvious, but if sound is the only information you’re giving to your players then you better make sure that absolutely EVERYTHING in the level provides auditory feedback in some way. Here’s a quick list of some of the most interesting sounds I added to help players navigate:
There are three different surfaces that players can walk on in each level (water, rocks, and crunchy), and each one makes a different footstep sound. Placing these different surfaces strategically gives players more landmarks (oh ok I crossed water again, I must be going backwards) and helps separate out the different areas of the level
When you’re walking into a wall, you’ll hear a grinding sound coming from the direction the wall is in. This both lets you know that a wall is there (otherwise it would just seem like the player stopped walking for no reason) and also helps you keep track of where the wall is relative to you so you can more easily follow it or turn away
I don’t want to get too deep into how I calculated footsteps in this game, but basically I did everything I could to make sure that the player had what felt like a consistent stride length so that you could use footsteps to gauge distance with decent accuracy
I don’t want to post the full level layout here cause that would spoil the fun of bumbling around in the dark, but if you’re interested in checking this game out grab a pair of headphones and prepare to travel deeper and deeper (roll credits) into the darkness!
Also I just want to leave a shout-out here to all of the people who took the time to leave comments on this game, I do want to try developing this into a full title someday (Twitter, Tumblr, Instagram if you want to keep tabs) and your feedback has been super helpful (especially the stuff about the rocks)!
Thanks again and happy developing!!!!!!!!!!
2 notes
·
View notes
Video
youtube
Oopsie forgot to post about this here! Just finished the trailer for YOU ARE WOLF, a game where you play as a wolf trying not to get dismembered! Check it out on itch at https://dninosores.itch.io/you-are-wolf
5 notes
·
View notes
Photo
I just found out my game won the Audio category of #LudumDare 48 and placed 5th for innovation!!! AAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!! Check it out here: https://ldjam.com/events/ludum-dare/48/follow-my-voice
1 note
·
View note
Photo
I forgot to post this meme about how trying to get a 2D character into a 3D environment absolutely wrecked me
2 notes
·
View notes
Photo
BEHOLD....
A MAN.
6 notes
·
View notes
Photo
if you can’t do the time, don’t do the crime
#guarded#inktober#inktober 2018#paws the husky dog#oc#my art#you shouldnt have stolen the breadsticks
1 note
·
View note
Photo
h e w w o ?
2 notes
·
View notes