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Niklas Jansson

Niklas Jansson

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Niklas Jansson posts

Line Art Extraction in Photoshop

Line art seems to print better if in 1-bit (no anti-aliasing). I discovered this during my various boardgame projects where often the reference scan was too low resolution and blurry for print. Wha...

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Mutoid - Loose Docs

I mentioned posting some text stuff for the RPG project previously, and here it is, still a mess unfortunately. Even if I exclude the rules work and refer people to the Basic RolePlaying System, th...

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More Mutant Sketches

I've decided to gather up some of my Mutant images in a post. I did post them on Twitter, but it's difficult to browse (seems you need an account there to even view the site now?). My ultimate goal...

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Pixel-over Process - Part 1&2

Here's a 44 minute video, and a 1hr video where I wrestle with pixels, painting over some 16 colour PC Engine sprites (from spriters-resource).

Probably best to watch at 2x, keep in the backg...

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Mech Cleanup

Not much to say about these. Same procedure as every day, James.

Robots in Mutant don't are sometimes (30% chance) obedient to humans, Asimov style, but I think removing player agency like th...

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Creature Cleanup

I've begun cleaning up some of the thumbnails from the previous post, figuring out colours and nudging shapes. There's not much extra detail. There are a few I might discard, but the rest might mak...

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Idea Buildup

I've had the opportunity to catch up on some movies and series so I've been a bit distracted the last week, so I haven't had a long drawing session. But, I'm always drawing in some way. It's easy t...

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Creatures in Context

Here's a bit of cleanup work (see previous video), testing out animation, as in bringing life and scale into the designs.

The outdoor electrical cabinets are kind of the Swedish version of th...

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Mutoids Thumbnail Sketch Cleanup Process

Here's how I clean up my thumbnails sketches done on paper (15cm squared  in this case). I heavily used reference here (gathered beforehand as I  couldn't do it during video) because I ne...

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Duck Woman Drawing Process

I managed to make a video, though it almost broke my old machine (4GB RAM and only a few gigs of drive space left).

It's an hour long screen recording without commentary. Had to record a crop...

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Traveller PSDs

If you've been following my activity on Twitter, you may be aware that I've been drawing some Traveller RPG art, which is related to my Last Imperium art... I might migrate some of it into my own s...

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Last Imperium - Ship Continuation

I've been working on ship language and scaling a bit more.

A party is probably about 3-6 people, which might call for a Millennium Falcon sized ship. I'm generally not a fan of obscene ship s...

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Last Imperium - Direction for Weapons

For the weapons I wanted to do something a bit different from what I've done elsewhere, and different from say, fictional modern looking guns, and different from sci-fi cool-guns with lots of myste...

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Last Imperium - Slimes & Ships

The Slimes might have a natural base form that's the most comfortable for them. Taking on a more elaborate human shape might require a lot of strength, time and training if it's something more elab...

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Last Imperium - Stuff

I've been thinking a bit on what humans would look like in the far future, and it really kind of depends I guess. In my setting I don't really isolate ethnic groups on various island planets as tha...

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Last Imperium - Creature Process

I managed to look up the book format used by the old Swedish D&D and Mutant. It's called G5 and measures 169x239mm. I cut that out of a paper just to get a physical feel of it again since I los...

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Last Imperium - TTRPG

In Sweden we didn't really have American role playing games, but quirky localized versions, so I'm still learning about what's out there. This time I decided to look into Traveller and Cepheus whic...

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More Monster Roughs

I've been meaning to post something, but designing monsters is really difficult. Perhaps part of the difficulty lies in the fact that new monsters have no narrative legacy to give them weight and j...

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More Monster Stuff

This is also stuff from a few years back, when I figured out which type of presentation to use. At first I wanted to do some hand drawn animated graphics, but I didn't actually want to draw a milli...

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Edutainment Prototype

So, the Not-Pokémon game I mentioned earlier is actually not much like Pokémon. I think the main appeal of Pokémon is probably not the battle mechanics, or the grind, but the idea of collecting/...

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The Guardian Legend quickie

This game has a lot of fun enemy designs, doesn't it? The protagonist design varies a bit between cover, localizations, concept art and sprite. I thought I'd try something quite robotic since she c...

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DragonMech Original Cover

This is my original cover done in 2004. It has some good points, with the glowy sparks, ruthless onslaught, and all the nonsense in the background. The composition is even more nonsense. I never co...

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Another DragonMech

Here's "The Dignitary", a type of secure transport. I'm not really sure if this style is working here, the lines are very subtractive and I tend to not push hard shadows to build form. I was perhap...

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Revisiting DragonMech Work

I illustrated an TTRPG called DragonMech (for Goodman Games) back in 2004. It was more work than expected, so I rushed most of the pieces (<1hr each). Back then I was in the midst of my one-work...

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Doctor Who Page

I've put the Doctor Who stuff on a Patreon version of the old page. It's mostly the same material as here, with some text cleanup. It's easier to browse on a proper page, I feel. I suppose it'll wi...

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V1-STRIKER

I've worked on this project some more, keeping it mostly 16 colours for simplicity's sake, or perhaps old habit. The Amiga gets a few more colours for free with the 3-colour sprites though. Since s...

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16 Colour Shmuppery

Detour: There's a 1987 arcade game by Taito/Toaplan called Flying Shark that I looked into recently for no particular reason. It has a few ports for other systems, including the Amiga. Often Amiga ...

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AOoo it's a Snake

Sorry about not posting recently. I've been actually working, almost like a normal person.

Anyways, I just looked at the Amiga OCS (500) version of UFO (X-COM) and got thinking about the GUI ...

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X-COM UFO...ufo

I decided to explore the idea of a front even though ufos are traditionally radial. Perhaps it doesn't quite make sense for it to be pointing straight down at what's a 45 degree angle to most other...

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X-COM Avenger

And here's the Avenger. I was trying to give it a bit of a turtle shell look. I angled the hull sides inward to make it a little bit more interesting than a plain tile box. I put some Macross Valky...

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