Latest Bite-Size:

May 28, 2015
#400: The Taste of Victory

 Latest One-Shot:

May 14, 2015
"Freerunner's Creed"

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 Updates and Such

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May 29, 2015 - Bite-Size volume 2: Smoking across the finish line

Welp. Bite-Size volume 2 is complete. We did it... and only two years too late? I stopped counting. -_- I'll leave the big production recap for the "afterword" or "foreword", but it seems good for me to mark the date with a little word of thanks.

Henceforth! I offer my deep appreciation to everyone who's stuck with me this far. Those of you who share your favorite strips with friends, those who check back for new ones , those who maybe only sometimes visit but like my stuff anyway. You have my gratitude! With my work schedule as busy as ever, I have no idea what the timeline for Volume 3 will be like. All the same, it would be my pleasure to continue writing and drawing Bite-Size. It might be the simple amount of time I've spent with them, but I'm especially fond of this cast of characters and want to spend more time with them.

Now begins the arduous ritual of putting the book together. My old printer has gone out of business, so I'll need to shop around for a new company. With these factors, it's difficult knowing when the books will be ready. Until then, I'm going to hold off on pre-orders for now (though they would be greatly appreciated to offset printing costs). I'll keep everyone updated. Here's a drawing of Greg dancing in the meantime. Feel free to dance along!


May 23, 2015 - The concept of

Some concept art for "Flasque", another lovely little game I'm working on with the team at Blindhack. I have no doubt every museum in the world will have a copy of it hanging from a wire. (Just kidding. OR AM I?!)

Note: You may delight yourself with more concept art in the gallery.


May 12, 2015 - Ahead on our way

Only ten strips left before Bite-Size volume 2 is ready! I'm so pleased to get to put another book together; it takes me back to those days in elementary school when I made legendary tomes such as "Skateboards" and "The Ninja Boss". I suppose now is as good a time as any to take requests for extra content, so feel free to get in touch and let me know. We've naturally got concept art, a short story with illustrations, possibly old scripts, Q&A with Xavier, and perhaps more.

April 27, 2015 - Gallery up-to-dates

After months (or longer), I've managed to force myself to sit down and update the gallery - specifically the Figurine and Illustration sections. There's so much more stuff to put up, if I could only find the time/energy. Urgh.

April 24, 2015 - Watch Where You Swing That Thing

Animation is a lot like a "Souls" game: The difficulty level is through the roof, but its rewards are unmatched. -_-


April 21, 2015 - Step Aside

This month's monthly gaming comic is thus! And bs\bs_main.htmhitherto, yours &c. Should upvoting and/or commenting be your pleasure, a corresponding post is located here.


April 20, 2015 - I had to ventilate someone

Sometimes it's the simplest things which can give you the most trouble. With even moderate experience you'd think that animating a vent opening might be an "open and shut" case, but it turns out that freaking hinge placement is such a precise (and foundational) science, the entire illusion breaks if it isn't placed perfectly. >_< Then, of course, because of our perspective a 45 degree angle from head on doesn't mean the vent appears open halfway.


April 14, 2015 -  A Bounty of Platforms

The team has put up Devlog #2 for Complex (I wish I could embed but the link below will have to suffice). Disclaimer! In its current form it still looks quite choppy and requires imagination to "see between the lines". There's a lot of art, especially animation, which hasn't been integrated yet. We'll be showing off the aesthetic stuff once the primary mechanics (in this case platforming) are nice and clean.


April 13, 2015 -  Complex, more like Funplex

This weekend I had the pleasure of walking several (hundred?) miles through various local parks on a hunt for blooming Sakura trees. Unfortunately they're still a week off, but that hasn't stopped my "inspiration tank" from filling past the brim. As with walking through museums to the point of exhaustion, when I got home I was in the mood. Fellow artists, do you know the feeling? It's as if I can't draw fast enough; my eyes absorbed so many delightful types, shapes, and colors.

Having experienced both sides of the professional spectrum, I compare it to riding in a boat. Working cold, from a to-do list with little to no inspiration, is like rowing: Sometimes the current helps or pushes against you, but it always requires effort. On the other hand, working with inspiration is like a powerful wind at your back. All you have to do is raise your sails and you're flying along. When I'm experiencing flow like this, it almost feels like a crime to stop. -_- And yet, this body of mine requires rest. And a shower.


But then I'll probably come back and make more trees. =3

April 7, 2015 -  "Complex", Devlog #1

Can't spend too long on this post at the moment (busy, busy -_-) but hey! The "Complex" team has posted our first footage of the game in action in the form of a "Devlog" (AKA Development Log). If all goes according to plan, this will be the first of a whole bunch of development videos, each video covering its own subject. This time around we look at the general aspects of the game.

As always: If it pleases you, feel free to Like, Upvote, Share, all that good stuff.


April 6, 2015 - Sketchy-Doo

I ought to get into the habit of using that gallery more. (There's a considerable backlog of drawings going back years that I haven't had the time/energy to organize.) The one below is a sketch to be possibly used in one of my active projects (though I haven't confirmed this with my teammate; I don't know if it'll actually show up). If not, here's two random drawings I did over the weekend for my own amusement. It's sort of an ironic novelty, having your job and your hobby be the same thing: Even when you're taking a break and relaxing, you're still doing work. -_-


April 4, 2015 - Once in a Blue Moon

I posted this on le Twitter as well, so I apologize for the redundancy but I feel like this needs to be shouted on the rooftops: Although I knew the reviews and scores and the universal acclaim, its pedigree and the insurmountable legacies of Studio Ghibli and Isao Takahata, I was not prepared for "The Tale of Princess Kaguya".

These words are chosen with great deliberation: It's one of the most painfully beautiful films I've ever seen. (And I mean actual, literal pain.) Witnessing this magnificent achievement was like trying to catch a waterfall in a little tiny cup, failing, giving up, letting the cup fall aside and finally letting myself get washed away with the current. It's a work of pristine excellence, the rarest of masterpieces; like seeing such vibrant color that the rest of the world appears black and white afterward. By the time the credits rolled, I was left a dampened, shattered wreck on my couch and I'm a different man than I was earlier today. I wouldn't be surprised if I look back on this film ten or twenty years from now as a genuine life event.

I want to write more, but... I can't. This film is like a treasure I want to lock up in my heart forever. ;_; See it - and make sure you pay for it, so that its creators are justly rewarded for their outstanding triumph.

What will tomorrow look like, when I wake up? Can I ever look at the moon, or the grass, or anything, the same way again?