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Kev Bayliss - Video Game Character Creator

@Kev_Bayliss28,699 subscribers

Created DONKEY KONG (DKC), DIDDY KONG, BATTLETOADS, KILLER INSTINCT, STARFOX ADVENTURES & more characters. STILL a VideoGame Artist @PlaytonicGames UK 🇬🇧

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It's the KEV BAYLISS 'CHARACTER CREATION KIT' 😃 You're welcome!

It's the KEV BAYLISS 'CHARACTER CREATION KIT' 😃 You're welcome!

80,044 görüntüleme

Maybe I should turn these sketches into paintings for my next ones! Yes or no? Starting this weekend! I may as well do that since I’m lazy and have already done the hard bit! #workfasternotharder #acrylicpainting

Maybe I should turn these sketches into paintings for my next ones! Yes or no? Starting this weekend! I may as well do that since I’m lazy and have already done the hard bit! #workfasternotharder #acrylicpainting

16,164 görüntüleme

Donkey Kong fans are the best. (and Diddy Kong, Banjo Kazooie, Battletoads, Perfect Dark, STARFOX Adventures fans of course!) THANK YOU! See you next time!! 🙏😃

Donkey Kong fans are the best. (and Diddy Kong, Banjo Kazooie, Battletoads, Perfect Dark, STARFOX Adventures fans of course!) THANK YOU! See you next time!! 🙏😃

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Way back in 1996, I was working on Diddy Kong Racing. Probably the most fun I've had in my entire life! One of the most fun parts was creating animation sequences using the custom made software by Rob Harrison who was one of the lead programmers on the team. After I gave him a list of features I needed it to have, Robert created a great editor based on a simplified timeline editor similar to what I had previously used in Alias Poweranimator. Characters, objects and cameras would follow paths that I could draw to create motion, and along those paths I could place 'trigger' events which were usually icons that looked like a musical note or a special effect. So for instance, during the start sequence when Diddy Kong flies around the famous 'N64' logo high up in the clouds, Diddy Followed a path and as he hit triggers along the way, special sound effects were triggered and twinkle star particles were emitted. The sky background was simply a spinning cylinder with a basic blue sky texture on it. However, although it sounds simple, scenes soon became very complicated, and this WIZPIG end sequence after defeating him for the first time was a lot to handle. I made the characters follow paths which ran all over the place triggering sound effects as they ran away from the evil boss! I had so much fun creating sequences, and doing WIZPIG's VOICE! But none of this would have been possible without the great work from Rob to give me a great tool to animate those sequences which really brought the game to life! All of the team worked their asses off in a red hot barn during that summer, but we loved every minute - and it shows in the game! I remember Chris Stamper being really impressed with the speed we were putting this kind of thing together thanks to the way we were communicating with each other as a team. But with this particular sequence he wasn't happy when he saw I was building a lighthouse. I remember him asking why I was wasting memory on graphics because it was in short supply - and everything should be built for a reason. (And quite rightly so) However, little did he know it would become a rocket ship for Wizpig to launch into space with, and ride around the space racetrack, but he soon found out! Lee Schuneman did a great job bringing the team together and getting them to trust in his vision of a racing game with an 'adventure' element. The amazing front end by Johnni Christiensen set it apart from many other games with it's bold use of colour and great cartoony style And that music you hear is by non other than my best pal David Wise! What a game! What a time we had! We all worked so hard - And some of the team now even work with me at Playtonic Games! (Paul Mountain, John Pegg, Martin Wakely) #DiddyKongRacing #GameDev #VideoGameHistory #Art #Characterdesign

Kev Bayliss - Video Game Character Creator

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