﻿
{
	title = Antenna
	text = This is modeled after cell phone towers.
	model = models\\antenna\\master
	camdist = 10000
}

{
	title = Art pad 1
	text = I enjoy life drawing and wanted to include a bit of it into the game.
	model = models\\artpad1\\artpad
	camdist = 1600
}


{
	title = Art pad 2
	text = The photo is from a trip to winter-time New York.
	model = models\\artpad2\\artpad
	
}




{
	title = Badminton can
	text = I'm very happy with the top of this can's fade-into-darkness hole.
	model = models\\badmintoncan\\master
	camdist = 5200
}


{
	title = Badminton racket
	text = When doing low-poly models, curves and ovals always require some extra thought. Should it be abstracted, or should it just splurge on extra polygons?\n\nFor the badminton racket, polygons were splurged.
	model = models\\badminton\\master
	camdist = 7300
}

{
	title = Ball bot
	text = A tank with legs. The ball shape is intended to be the closest equivalent to sloped armor.
	model = models\\monsterball\\monsterball
	camdist = 19000
}


{
	title = Bamboo
	text = It's always an interesting challenge to make a low-poly organic-looking thing.
	model = models\\bamboo\\bamboo
}


{
	title = Basketball hoop
	text = I've been trying to figure out how to do wear & tear effects for a while. This is the final iteration of that effect.
	model = models\\basketballhoop\\master
	camdist = 6500
}

{
	title = Bike
	text = When in doubt, just trace over reference material in order to get those perfect proportions.
	model = models\\bike\\bike
	camdist = 10000
}


{
	title = Bionic vendor
	text = I was very happy with the mystery stains on the side of this machine.
	model = models\\cybervendor\\master
	camdist = 19400
}

{
	title = Blue box
	text = The small circuit details are all modeled out, purely so there could be some nice shadow effects when light plays across it.
	model = models\\bluebox\\master
	camdist = 1200
}

{
	title = Brain box
	text = This is loosely modeled after platter hard disk drives.
	model = models\\brainbox\\brainbox
	camdist = 3000
}

{
	title = Breather Vendor
	text = This was modeled after old-timey soda machines.
	model = models\\enviromachine\\enviromachine
	camdist = 22000
}

{
	title = Cassette Drive
	text = One of my favorite things is when machines are "readable" -- just a quick glance at them makes it clear how to use it.
	model = models\\drive\\drive
	camdist = 2800
}

{
	title = Datajack
	text = This was modeled after outdoor electical plugs.
	model = models\\datajack\\datajack
	camdist = 2800
}

{
	title = Cassette
	text = I occasionally challenge myself to see how low of a polygon count I could possibly achieve.
	model = models\\cassette\\cassette
	camdist = 800
}

{
	title = CCTV
	text = As playtesting continued, this little TV continually grew in size until it could grow no more.
	model = models\\cctv\\cctv
	camdist = 2800
}

{
	title = Chair
	text = I have a loose set of guidelines for the art budget, mostly for aesthetic and production reasons. In this case, the the texture resolution on the little wheels was sacrificed in order for the seat's orange lines to be sharper.
	model = models\\chair\\chair
	camdist = 9700
}

{
	title = Computer
	text = This is modeled after micro-fiche machines.
	model = models\\fiche\\fiche
	camdist = 9700
}

{
	title = Crackers
	text = This was one of the very first assets made for the game. The art style and texture size were still being figured out.
	model = models\\crackers\\crackers
	camdist = 4000
}

{
	title = Crow
	text = Most of Quadrilateral Cowboy's assets consist of machinery and hardware, so it's always refreshing to make something organic and curvy.
	model = models\\crow\\crow
	camdist = 7600
}

{
	title = Gun arm
	text = One of my favorite joys is lavishing detail on a prop seen for about five seconds.
	model = models\\gunarm\\gunarm
	camdist = 6000
}

{
	title = Headphones
	text = The square headphones is one of my favorite gags.
	model = models\\headphones\\headphones
}

{
	title = Jet bike
	text = Models made at the beginning of development have significantly lower polygon counts.
	model = models\\jetbike\\jetbike
	camdist = 7900
}

{
	title = Laser wire
	text = Hiding information in labels was one of the primary art goals.
	model = models\\laserwire\\laserwire
	camdist = 5200
}

{
	title = Pills
	text = In an earlier iteration, these pills were a useable item in the player's inventory. The pills manipulated time.
	model = models\\pills\\pills
	camdist = 900
}

{
	title = Pneumo basket
	text = Above all, this lever had to be the peak of juicy mechanical crunchiness.
	model = models\\basket\\basket
	camdist = 6400
}

{
	title = Safe
	text = This modeled after bank vault doors.
	model = models\\safe\\safe
	camdist = 11000
}

{
	title = Scotch
	text = Making fictional labels is one of my favorite things to do.
	model = models\\scotch\\scotch
}

{
	title = Space buoy
	text = This was modeled after old-timey ocean buoys.
	model = models\\buoy\\buoy
	camdist = 9400
}

{
	title = Speaker
	text = I experimented with drawing bamboo wood, and this was the result.
	model = models\\speaker\\speaker
}





{
	title = Sapuma
	text = The goal of the Sapuma was to look:\n\n1. like it was pulled out of a junk yard, and\n\n2. indestructible.
	model = models\\boat\\boat
	camdist = 29500
}

