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Back from Seattle

Wow! What an experience. Going from the LA wastelands to the lushly green state of Washington is a great transition. What air, what beauty, what experience we had.

As you all know, the reason why we went up to Seattle was for the Tour of the Valve Corporation offices. It can be simply put as the best game company I have ever visited. Such a warm welcome we had. The whole system in which they follow is great too. Everyone plays different roles and none has one specific role which can get tedious. Its a collaboritive effort which can put any other game dev company to shame.

So without much to say no, here are some of the photos myself and others had taken.

Mine: http://www.flickr.com/photos/25180319@N07/

Sasha’s:  http://picasaweb.google.com/Samapaca/ValveSeattleTrip2008

Seattle Journeys

March 25th, I’ll be heading up to Seattle, Washington for vacation. Myself and fellow pears will be touring the offices of Valve Software. Anyone within the seattle area and wants to meet up with myself to discuss anything Journeyman related to just say hello, let me know. Just email me and i’ll hook you up with a phone number. I’ll also give you details on the days i’m available.

Myself and the friends I’m going up with are truly grateful for this opportunity thanks to Katie.

Jan 12th Press Release

In 1994, The Journeyman Project: Turbo was released on the PC and Mac, revolutionizing the way we play first person adventure games.
In 1997, The Journeyman Project: Pegasus Prime reached stores worldwide for the Power Macintosh, revitalizing the adventure genre landscape with renewed graphics, high quality sound, and new game play features.

Now, in 2008, go back in time once again to save humanity and history as we know it in ‘The Journeyman Chronicles: Pegasus Dawn’. Experience the very first chapter in the Journeyman Project series as you’ve never seen it before. Utilizing the power of next generation technologies, experience a fully interactive world where practically anything is possible. With today’s DirectX 10 technology and modern physics, go back to the historical and futuristic timezones and explore the beautifully modeled environments utilizing a cutting-edge game engine.

Feature List:

  • Manipulate the game world with the new Manipulation Mode feature. Now control computer interfaces, move objects and rubble out of the way, or configure your biochip implants.
  • Immerse yourself in an adventure game world where you have full control. Unlike the previous games (Turbo, Pegasus Prime) the camera will stay in your control. No more clunky interface, no more annoying AI that stops the game world just to annoy you, and no more limitations!
  • Experience a world that doesn’t wait for you. Unlike before, utilize time management to complete puzzles in other time zone. Every event in the game is time sensitive and its your turn to investigate how things work. Are the guards on the Morimoto Mars Colony in your way? Wait for them to go on lunch break to sneak by. Did the Norad VI Facility go into lockdown and you can’t open any doors or manipulate the computer interfaces? Jump back to HQ and achieve your objectives before you are compromised.
  • Unlike Journeyman Turbo and Pegasus Prime, the Heads Up Display will be out of your way and in your control absolute control. Head into Manipulation mode to bring up you HUD and click on any HUD gadget to sticky them or hide them, to either get the optimal immersion experience or get rid of certain interfaces gadgets that are just getting in the way.
  • Unlockable Secrets and Achievements. Search for Easter Eggs, Disarm the Morimoto Mars Bomb within 1 minute, Avoid using Violent Methods throughout the Game and purchase unlockable items in the E-Shopping Network.
  • If its not nailed or tied down, it will move. This is our motto for the physics department, and we will deliver. No matter what you see in the game that isn’t bolted down, it can be used and can be a great way to solve some impossible obstacles.

Thanks for all the support from our long term fans and those who just joined us. Without you, none of this could be possible. We look forward to our next press release, and we hope when that time comes, you’ll enjoy what we have in store for you.

Note: This image only consists of 4 of a 6 member team. (From left-right) Michael Shreffler, DeAnn Hinojosa, Brad Newsom, and John Patrick Lim.

New Years Update

Its great see see 2008 come so swiftly! The end of 2007 ended with such a bang with so many quality films and games. What will 2008 bring us? Well there is one thing you can hope to see at the end of 2008, and thats the first episode of the Journeyman Chronicles.

This month, on January 12th, production will officially begin on the Journeyman Chroncles. At this time, we will release a full feature list accompany a couple of new conceptual art.

During this release, we will also release he first episode of ‘the Misadventures of Boil Boy’, part one of the pilot episode. We had a small preview show of the first episode, and it definitely was a hit. Hope you enjoy when the time comes!

Again, have a safe and excellent new years. Things will get better.

November 3rd Update

Ah, its been a long time since I updated my dA journal. I think I have enough to talk about to keep everyone interested.

The flash game project ‘Manhunter’ was put on hold since my laptop was stolen two months back. All data, game play and interface related materials was on it, and I never backed it up. A lesson learned, mind you. So this project will be put on hold for the time being to straighten out my priorities with the company project and school work.

The Journeyman Chronicles is progressing nicely. We have quite a gallery of concept art to accompany our December Press release. Rest assured, there will be more to see once production begins in Quarter 1 of next year. I think in a week or two you can expect to see the first ever look at the Mercury, Poseidon, and Ares robots.

The alternate Zelda graphic novel has been put on hold also, since time is not permitting any personal projects since my workload is cluttered with school, work, and company management. Things are becoming stressful. If you wish to carry on the project as leader, let me know
and I’ll work with you and get you started so you can get a team going to get he general concepts of the Dark Zelda world going.

Business aside, I’m taking up a flash cartoon series called ‘the Misadventures of Boil Boy’. This is less of a personal project and more of a class project, but lately i’m really starting to enjoying working
with the Boil Boy art style. You can view more about this project at the blog I created at (ignore the fact it says Boil Kid instead of Boil Boy) [link]

Ah, its been a busy couple of weeks, but its becoming bearable. Next week is midterms and I’m not expecting to get much sleep……but things will get done.

Also for the latest on whats going on in my life, check out my development blog at [link]

While your at it check out my company and join the community forums. We are always looking for new friends and fans!
[link]

Channel 23: Dog Eat Dog video released

Originally supposed to be released on the internet July 4th, has now been officially uploaded onto youtube. If you want the highquality version plus extra features email me for the DVD at bradnewsom@gmail.com.

Past Work…

Thanks for the suggestion Zaven, but I’ve been a modder since the good ol’ days of Wolfenstein 3d, so I know how things work. Ive been a half-life mapper for over 8 years and have always been a creative artist in this field. Anyways, for you and others who check out my blog, here are some of my old maps I’ve worked on but never finished. Hope you enjoy in all of its HD quality. lol

This is a map test to create a real world building in 3d. This motel is fictional but is mostly influenced by the motel gun fight scene in ‘Police Quest 2′.

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The next three shots are from a cut scene for a horror mod on the Half-Life 2 engine, that sadly was canceled. The story takes place in Colorado Springs during a freak snow storm that engulfs the whole state. This unusual phenomena will soon to be found out to be caused by a secret military experiment in the Cheyenne Mountain Facility.

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These shots are from the tech demo used for the horror mod spoken in the above screen shots.

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The next couple of shots are taken from the map I made called ‘Final Destination’. It indeed follows the same concept as the movies. Things go wrong, boom boom, death, horror, a plane crashes into you, the usual. lol, I will redo this map and release it to the public as this map was the start of the concept of destructible buildings. Just check the date on the screen shots if you don’t believe me.

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These are concept tests of the destructible building used for the map.

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These shots are taken from the prehistoric map for the game ‘The Journeyman Chronicles’, a remake of the original game by the similar name ‘the Journeyman Project’. This game has been put on hiatus for the fact that the license deal is still underway. No legalities have been broken, so once the game is given the go, we can continue to recreate a game that spans time and space! The shots here are taken from two version, the desert version and the floral version. Easy to tell the difference.

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The next shots are taken from the same project but different location. This map takes place in a hidden facility called TSA or ‘Temporal Security Agency’. This facility is the HQ for control Temporal distortions and to prevent any dangers that threaten the current timeline. Check out the game trilogy if youve never played it. Its old but great!

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This rest of the shots are taken in a updated version of the above map.

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Hires version of the previous map on this blog. Requested by Zaven. Ingame shots coming soon.

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A shot of the ‘Cube’ map. A seen in the movie ‘Cube’. Interested in making a Cube game? Let me know, i’m looking for 3d modelers, animators, and programmers.

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Screen shots and model renders for the game remake ‘Space Quest 2: Vohaul’s Revenge’.

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A in-editor shot of the stone kingdom mod for the game Oblivion. I wasn’t able to finish it mainly because I needed room on my lappy, so I had to remove the game. I still have the mod files though. I may complete it later.

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This map here was made for the Multiplayer mod for Source called ‘Incoming Source’. I left the project 3 months after for personal problems, but a lot of what I did influenced the look and feel of the project.

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This shot is taken from a map made for a contest. The concept of the map was to make something ordinary out of the extraordinary. Basically there are three various apartments, all taking place in different eras in time. To get to each era you must find an item that has phenomenal powers to transport you to these places. Each place has clues to a murder mystery in which must be solved by going between each location in time.

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