I'm really hoping that they post updates often. Following this project became a regular part of my life back when it was open, and I really looked forward to it. Maybe this is sad, but it was one of the things that made my life more interesting and enjoyable. When the project went closed that all stopped and it bummed me out a lot. I don't see why the S2HD Team can't post updates frequently, the internet at large is going to take notice upon the final release regardless, so why not keep us fanboys in the loop in terms of development with regular (and constant) updates. Just turn down the volume when people start to piss and moan over every decision you make, because you know some will no matter what. It's such a joy to see art assets in development after all! Do you hear me VINCENT! *rubbing temples* />
Interestingly enough last time Vincent was online here is june 27 this year and his last activity was in january 2013.
New Sonic 2 HD information posted, http://sonic2hd.blogspot.ca New members have been announced: Sprite Artist: Lewis Cross Level Artists: Jessica Jeansoulin Matt Allan Animators: Mike Harvey Ricky Lee Earl Illustrator: Jesús Campos Some work submitted... After a quick google I see Illustrator, Jesús Campos, is responsible for this image many of us have seen before.
Some Chemical Plant Zone tiles already, this is a pleasant development. Here's to hoping a much smoother production cycle. Jesús Campos looks like he has some real talent too, a welcome addition to their team.
Not that I expect anything, but the idea of the mega mack in the tubes having a little bubbling animation is pretty sick to me.
I'm responsible for 1/3 of that image. So happy to be part of it, some very funky things happening but my lips are sealed.
That platform looks absolutely gorgeous. I mean, all of it does, but the platform is just so detailed! Just a question; did you guys start work on HillTop before Chemical Plant? I know that HillTop was available in the alpha but I'm surprised it wasn't CPZ or another early zone as HTZ is just so much later on in the game...
Sounds good, just remember that a big reason for why it took so long for there to even be a demo of Emerald Hill Zone was because too much time was spent on each piece.
You'd be impressed in that regard, that art shown is literally what was emailed to staff for recruitment before any new members joined.
Yeah by the time you guys made S2HD a closed community project, it was about a year before we got a demo release due to the last engine being scrapped by L0st. The debates over designs were time consuming due to the constant art clashing but by the time the art style was set in stone, you guys were pretty much streamlining the art by then. BTW good to see you're active here again.
I'll say as an observer and from other member's reactions, organisation & speed are the project's strongest points (apart from everyone's talent obviously) now. There's nothing to worry about this time around.
Here is more from Campos (DeviantART's Nerkin) in 2010. I know the assets for Sonic 2 HD will reflect a different aesthetic, but I'm diggin' that palm tree. Really art deco, which Sonic always seemed to me. That's one of the things I think modern Sonic lost, they went all high def-realism and forgot Sonic's roots. Aesthetic matters damn it! Don't even get me started on movement away from electronic music to pop-rock... Yeish! Can anyone find more art to gauge the team members "qualifications"?
Only the best have been recruited (trying not to sound too self loving), everything is in very good hands! You can see art from other new staff members on the blog page. It should be in order (animations should come after the static images but they don't) . I have updated the wiki page for S2HD to reflect the new staff members and to include actually relevant screenshots. You can see how big the team is and who the engine is in the hands of. I also added some Sonic sprites to the history section to see how it all started off. Edit: Link for lazy peepool http://info.sonicretro.org/Sonic_the_Hedgehog_2_HD
The project only started rolling when it left Sonic Retro feedback anyway. It's good to see this back, at the time I didn't even dream having an 1920x1080 monitor haha. I only ran the Alpha Demo @ full res years later.