The incredible artwork of Hal Foster makes Prince Valiant a true treasure to read.Being able to go through his adventures was fantastic experience. I have looked at Prince valiant Volume. 3 and i was fascinated by the high quality of the art and storytelling. I think perfection has been achieved in Prince Valiant. The art style is just mind blowing but i liked story telling more. I enjoyed how Prince Valiants adventures is one cohesive story without any interruptions. I was fascinated by Valiant's obsessive search for his bride-to-be Aleta throughout Northern Africa, with stops in Jerusalem, the Arabic deserts, and, inevitably, a harem which Val must infiltrate. I enjoyed his adventures through the Mediterranean, the Near East, sub Saharan Africa and Europe and what i like the most it all feels believable. Which allows the reader to be totally emmerse in the adventurous world of Prince Valiant.In other words, it is fantastic artwork with great adventure story.
Wednesday, September 18, 2019
Prince Valiant, Vol.3
The incredible artwork of Hal Foster makes Prince Valiant a true treasure to read.Being able to go through his adventures was fantastic experience. I have looked at Prince valiant Volume. 3 and i was fascinated by the high quality of the art and storytelling. I think perfection has been achieved in Prince Valiant. The art style is just mind blowing but i liked story telling more. I enjoyed how Prince Valiants adventures is one cohesive story without any interruptions. I was fascinated by Valiant's obsessive search for his bride-to-be Aleta throughout Northern Africa, with stops in Jerusalem, the Arabic deserts, and, inevitably, a harem which Val must infiltrate. I enjoyed his adventures through the Mediterranean, the Near East, sub Saharan Africa and Europe and what i like the most it all feels believable. Which allows the reader to be totally emmerse in the adventurous world of Prince Valiant.In other words, it is fantastic artwork with great adventure story.
Thursday, August 29, 2019
The Arrival by Shuan Tan
Thursday, April 26, 2018
Monday, April 16, 2018
Friday, April 13, 2018
As the final assignment for my Programming class i have to do the boss fight for my adventure game that i did earlier. To start with i have to research and analyze the technical aspect of classic adventure game boss battle.
Visual reference of the World of Warcraft characters N'Zoth and Yogg-Saron.


The video that i found on the Youtube that i used to look at some boss mechanic that i am interested in.
Our boss fight will be a few phased boss fight, i am planning to do 3 stages.
The Horsehead boss mechanics where a player has to hit an run is what i want to do for my first stage, i am thinking about an objective where a player has to weaken the demonic creature by destroying it's tentacles, i am going to use the same mechanics as a Spiky block ( when a player comes close enough a tentacle will slash the grounds doing AOE damage in the area), i am also inspired by Illaio's Q ability from League of Legends by Riot Games.
Star Guarding Syndra sin from league of Legends by Riot Games.
I am also thinking about implementing shield/health pick ups for the boss battle, in a way that when the boss used an ability or after he uses an ability that is beneficial for the player.
For one of my stages of the boss fight the player will be forced to enter the shadow realm ( one of the game mechanics that i have in my adventure game), where he will have to fight enemies and when the mission accomplished, the player can leave the shadow realm and continue fighting the boss.
Visual reference of the World of Warcraft characters N'Zoth and Yogg-Saron.


The video that i found on the Youtube that i used to look at some boss mechanic that i am interested in.
Our boss fight will be a few phased boss fight, i am planning to do 3 stages.
The Horsehead boss mechanics where a player has to hit an run is what i want to do for my first stage, i am thinking about an objective where a player has to weaken the demonic creature by destroying it's tentacles, i am going to use the same mechanics as a Spiky block ( when a player comes close enough a tentacle will slash the grounds doing AOE damage in the area), i am also inspired by Illaio's Q ability from League of Legends by Riot Games.
The Barba gameplay helped to figure our how i want to have a tentacle from the ground mechanics to work.
I liked The thunderbird mechanics where the projectiles are falling on the character in the random patters, i think is it a crucial boss fight mechanics that i should have. However, it should be horizontal not vertical. I am thinking implementing this mechanics when the characters achieves something, for example destroying a tentacle. Also, i am thinking about making a boss invulnerable when the projectiles are cast in the early stages, when the battle progresses more projectiles are spawn and more frequent.
Velkoz from League of Legends by Riot Games as a main reference for projectiles.
Star Guarding Syndra sin from league of Legends by Riot Games.
I like the idea how the character throws little creatures at enemies, and also when the character unleashes the barrage of orbs at the enemy. I want to have the stage of the boss fight where the boss will spawn enemies in the same manner, and also he will spawn orbs and if they are not destroyed by the player in the certain amount of time, they will attack the player, or if the number of spheres will get to 5 for example, the boss will launch the projectiles.
I am also thinking about implementing shield/health pick ups for the boss battle, in a way that when the boss used an ability or after he uses an ability that is beneficial for the player.
For one of my stages of the boss fight the player will be forced to enter the shadow realm ( one of the game mechanics that i have in my adventure game), where he will have to fight enemies and when the mission accomplished, the player can leave the shadow realm and continue fighting the boss.
Wednesday, April 11, 2018
Game play of the final version of my level for the Combat Vehicle game. This project was fun, but it had a lot of challenges that wasn't easy to overcome.
The USP of my level is the Dam that can be destroyed, which leads to water rise that opens a route to the island from where the bomb can be launched, with every launch more bombs are spawned.
Screenshots of the environment:
Monday, March 19, 2018
How will the level change over time?
The pressure plate in the middle of the map will cause one of the four events to trigger, which will force place to react fast in order to survive.
I haven't decide on the final ideas, but there is a list:
- water rising that will do damage over time, players can escape it staying on the high grounds.
-heatwave that will do damage to everyone who isn't inside.
-spawn mines on the map
-airdrop mines
- the gas wall that shrinks over time
-day becoming night, lowering the visibility
- gas inside, 2 pressure plates
Visual Style:
Sci-fi inside and jungle for the outside.
Rough map idea:
Rough ideas for pick ups and some obstacles:
The rough three stages of damaging smoke:
The rough three stages of water rising:
Visual reference for how jungle will coexist with the sci-fi architecture.

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