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Hey guys, the game I've been working on for over a year is now up on steam greenlight! I'm so happy to have it in a place where people can see it, appreciate it, and vote on it. If you have a moment, I would LOVE to see what you think about the game and get a vote from you. :)…

I realize I used to update these all the time. I've been away at school, kicking ass and making games. College has taken a lot of my time and I'm glad I graduated last May.

I'm really glad I went to college, though I don't think it's for everyone, especially with art. If you feel you're just going through the motions and not learning, drop it. An art degree can only get you so far. I've been an Art Lead in several different capacities over the last 4 years (with game design and graphic design) and I've had to interview people as part of my job. 

If anyone wonders about an interview for artists from the perspective of an employer, here are my thoughts:

thought #1: What can they do? (usually indicated by their portfolio, which I view before ever calling them in for an interview; their work is of course brought up in the interview too). 
thought #2: How fast can they work? (usually indicated by an art test. Shows how they work with directions, under pressure, in a time constraint--really, this isn't to intimidate or be crazy harsh, but as a manager, I have to know these things so I can set proper deadlines and help integrate them into a team properly). 
thought #3: Are they self motivated? (have they created projects in their own free time? If yes, then I know they can teach themselves and also care about the work they create).
thought #4: Are they an asshole? (I don't care if they are really good at what they do, no one likes working with an asshole. Games/web design are team work and require team players. Assholes often need to be babysat, too. I'd rather work with someone a bit less skilled that plays well with others than a supremely talented asswipe). 

Team management in general is something I seem to be adept at or coincidence has lead me to get such positions over and over again. It's actually at the point that I want to be an underling and make art under someone else's direction. I need that kind of experience as well, I can't always be in charge. It's flattering that it keeps happening, though. And it's been a great experience. 

I'm currently working for my startup game company instead of going to grad school. Because I believe I'll learn more here and it will cost FAR less. And I'll have more published work to show. The more the merrier!…

My team and I have worked really hard on Magnetic By Nature over the last few months. It's a 2D puzzle platformer exploring the mechanic of magnetism. We were able to bring it to GDC where it got positive feedback and a lot of play. Today we held a demo for industry professionals to test it and received a lot of encouragement from them as well.

We've been able to meet all our deadlines and will release it on Xbox Live Indie this May. However, many of our families and friends do not own xbox consoles. Additionally XNA (the code base for developing xblig games) is dieing out. We're indie developers passionate about creating great experiences for our players and great games. To publish this on other platforms like PC, Mac, or the Wii U we need your help.

Considering the positive feedback our game has received, we also want to enter it into indie game festivals to bring it to as many people as possible.

Please check out our kickstarter and contribute if you can. We appreciate the help and any feedback you have. This is a game for you guys to enjoy, so spread the word if you like what you see! Thanks a bunch.……

Woooohooo! This is really awesome guys! Amazing to be part of this project when I was.
Hey everyone! I worked on this game for about 9 months and it's ready to be released! It's freaking awesome to play; I've gotten to play it a few times with the dev team and let me just say that raptors are amazingly awesome to play. They're pretty much my all time fav.

If you don't know what it is, it's like left4dead with dinosaurs. It's pretty much the shit. I worked on environment concepts, mostly. Support these guys and give it a look/play/purchase!

Tumblr blog featuring day to day sketches. If you have a tumblr and want a critique feel free to message me there.
:) Still drawing stuff. Most of my efforts have been geared toward my life drawing classes and college studies in general, so my digital work has taken a bit of a temporary back seat. I've learned quite a bit.

The last 2 deviations added were deeply effected by my life drawing teacher's processes. He doesn't realize it (and neither do many of my classmates), but everything he teaches has a place in digital process. If he were born today, he'd be a 3d modeler and digital painter. Or at least I'd like to think that. It would be refreshing to be around others who actually know what digital is and try and do it. I have met a few, which is great. I need to gather my ambition together and form a club to centralize things, though, so it feels more like a community and we can feed off each others' ideas.

Anyway, yeah. So I'm still around. The guard character design is one of the first designs I've ever come up with and I worked very hard on it. The cave design was all an experimental process I'd never tried before. I'm quite pleased with how they came out. That being said, there is still a lot I could do to them. :)
Sorry for not checking in more; sometimes I wonder if people read these at all, lol.

Christmas stuff I got:

--My bro's old tablet (graphire 3 4x5). Its enough to get me by till I get something nicer.
--Socks (I'm poor, lol)
--Dentist Appointment (honestly, I am that poor that I asked for that).
--Tetris shaped ice cube trays
--Slap Ya Mama Cajun seasoning with a skillet
--D20 necklace to help me make decisions quicker

And lastly, I got to pay my parents off a little from the debt that I owe them. :D It was basically pay them or buy myself a tablet, and I'm confident this is a whole lot better. :) Feels good.

Playing minecraft. Planning on doing some fanart soon. Suggestions welcome. :D
I've been nudged by people to make video tutorials. Some of it is step by step, some of it is laying out the tools, and some of it is thoughtless blithering.

It's all rather basic so far. And by rather, I mean very. I'm already getting feedback on them, though, which is pointing me in the direction of giving progressively more sophisticated advice. I figure, start general then get specific. ;)

So here they are. I'll update with subsequent journal entries as the videos are released. Tutorials 3-5 are in production.

If there's something you think I do well with digital painting that you would like advice on in the form of a video tut, feel free to leave a comment. Otherwise, I'll stick to thoughtless blithering and we'll see where we end up. ;)

001 :: Photoshop Setup for Digital Painting (everything you need to know to get started; particularly what tools you will use about 90% of the time)…

002 :: Brushes Part I…
002 :: Brushes Part II…
Do you have an xbox360? If the answer is yes, then you should check out my game in the Xbox Live Indie Games section. It's 80msp (a dollar) and has a solid 6 hours of gameplay time (a number we came up with after observing droves of beta testers play this from start to finish).

Here's the Trailer:…
Here's where to buy:…
Here is the official website:
Here are some butt kissing reviews:………

So I've been gone for the last 9 months. Why? Because I was making my baby and this is it. The gameplay idea was originally mine, and while simple, it's really fun. Basically, it's a 2D puzzle platformer where you (a squirrel) use bombs to set off switches and to blast yourself over obstacles. There are powerups and the levels get progressively harder.

It was a crazy way to start off my first full-time year at college (it was the Senior capstone course for goodness sake) and I never thought I could be part of anything like this.

This last year I've worked on 2 indie titles and I am so proud to say that one of them is my idea and I was able to get some experience not only in producing concepts, but actual in game assets, and directing a team of artists to boot. Who'd have thought, huh? I guess the stuff I know is potentially useful. :b


That's it for the reader's digest version; now I'm going to run my mouth off on how it all happened.

I started going to the University of Utah last year with the vague ambition of taking classes to reinforce what I've already learned about art as well as network among people and try for the life of me to meet someone else in the flesh (other than Makkon) that knows what digital painting is and does it.

I decided to take one fun class to start off my college experience: History of Video Games or something like that. On the first day, the professor announced that the senior capstone class was in dire need of artists, due to some mistake made by the university that either kept them from signing up, or not letting them know the class was available. So they had a room full of computer science majors and no one with aesthetic sense, lol.

I thought it might be interesting and checked it out. It scared the crap out of me. I was surrounded by seniors ready to put the culmination of their skills to the test and I was just stumbling into the college scene.

I almost dropped the class out of sheer intimidation/not knowing if I could be actually useful, but in the end I figured that I had nothing to lose. Usually when you're afraid of something, it's worth pursuing (unless your standing on the edge of the grand canyon or something). So I stuck around.

Everyone in the class had to come up with gameplay ideas. I had never thought of actually designing a game and was pretty much planning on riding someone else's idea. I was already involved with an internship with LukeWarm Media on the production of Primal Carnage--my plate was full. But, being an overachieving workaholic, I decided to actually try with the idea.

My theory was, with a dev time as short as we would have with a questionable level of ability on the art side of things, the gameplay had to be solid and simple so that we could achieve it. I tried approaching it the same as I try to approach art pieces. Simple solid base, get that working, then dress it up from there.

So I thought of granade jumping in FPS games and how the skill of granade/rocket/pipe jumping lead to its own little cluster of custom made maps. I was thinking particularly about Team Fortress Classic. That game is over 10 years old and people are still in it conc jumping. I wanted something with a similar mechanic only translated into 2D.

Character needs to get from point a to b and in order to do so, must use explosions to do so. These explosions could be placed and planned or with skill, thrown while airborn. That's the idea in a nutshell. From there I just needed to give it some creative context. So my roommates and I stayed up giggling one night and the phrase Urban Space Squirrels was blurted out by my sister. It had a ring to it that made me laugh. It was ridiculous in a way that I liked a lot, so I used it as a launching point for the creative side of the game pitch.

So i went to class, threw my short 3 minute pitch out (nervously), and thought that was it. The class voted, the game made it to the top 10. I had to pitch it a second time and present more information. I did. It passed again.

I've pitched this game so many times I have completely lost count. It went through several waves of approval, lastly, with people from Disney and other companies having the final vote. It was crazy. I just wanted to get my feet wet with this stuff dangit!

Next up, we were assigned teams. We applied to our professors for Lead positions (Art Lead, Tech Lead, Game Design Lead). I applied, but had nothing really to present. I had no experience with production of any kind. The position went to Amanda Coles. In retrospect, I'm very glad it happened this way, because it allowed me to be on the Game Design Team.

We worked on the Design Document and hashed out all the particulars of...well, everything. You have no idea how much stuff there is to think of. The mechanics were the simplest of all the games in the class. It took over a month and many many hours of revision, compromise, and nearly tearing each other apart, but in the end were very well prepared with gameplay.

While I was doing all this, the art lead and the art team were going on without me.

When I was grafted back into the art team, I was excited to get back to work, but soon became very worried. I have never worked on a project, but certain decisions weren't being made that I thought needed to be made. For instance, what color scheme would our game have overall? What assets needed to be made? Who would make them? How fast would we need these things done?

After probing the team and the art lead a bit to see where they were after all those weeks of me being gone, I concluded that they were completely lost. The pile of art was utterly random and I don't know if any of them had an idea of how we would take all of that, throw it together, and make it work, let alone make it work well. So, I did a kind of iffy thing and started making some of these calls myself trying to think of how this game could look considering the skillset of the team. I went to class with a big list of things I thought needed to be done with deadlines for each, and preliminary assignments to hand to specific people.

The art lead and I from this point pretty much tried to tag team it. She was good at dealing out assignments and following up with team members to keep them accountable, and I seemed to have an idea of what we needed and how we needed to make it.

We were under a lot of pressure to produce something Alpha level and we had about a month. In retrospect, part of me knew our foundation design was really lacking but I didn't want the game to be cut. So, we plowed ahead blindly, different members of the art team producing prop concepts which they would hand to me, and from there I would paintover them so that they looked more cohesive. We made enough stuff to not get cut in alpha, which was thrilling.

After winter break, we all came back and I realized that we really needed to focus less on prop design and focus on making game tiles. The coders had the level editor up and were starting to construct levels so the pressure was on. Because of the poor preproduction we had, everything we made ended up clashing. There was something wrong but I couldnt figure it out. I didn't take the time to really look at the game because I was under a lot of pressure to simply pump things out. The rest of the art team's rendering abilities were a lot lower than my own and I spent a lot of time running around patching up the holes in their designs without really seeing the big picture. It's pretty much like trying to paint a picture by looking through a hole the size of a straw. We were deep into it. I was deeply lost because I thought I could somehow make everything better by working harder and harder.

The grand wake up call came in one week in February. The position of Art Lead had been officially handed over to me by Amanda Coles, adding a little more weight on my untested shoulders. That's when one of the professors pulled me aside for a serious talk. He felt we needed to simplify our look or we would never complete the game. He seemed quite serious about it and those fears of having the project cut were looming more than ever before.

To top that off, one of the outsourced team members Jeffrey Jang put me in contact with Kristen Perry who proceeded to hand over a healthy dose of honesty about the game's conflicting visual design. After getting over the initial shock that I was actually talking to her, as she explained to me that it basically looked like a doom level with japanese pop props and cocoa puffs, I kind of sat there in incredulous shock thinking "wtf is she talking about?"

So I stared at the assets on screen with those words sifting through my brain and it took about 10 minutes for the lightbulb to finally turn on, but when it did, I literally smacked my forehead. She was right. My professor was right. Dangit!

Everything seemed to crumble right then. Moments like this define a person, and all of this is the reason why I memorize motivational poetry and corny phrases. Yeah, this is a silly little game, but it meant a lot to me and I wasn't willing to let it sink on my account. So, at her advisement I started studying some references that would help me define an actual style for the game.

So i stared at Samurai Jack, Dexter's Lab, Mary Blair, and other animated things with similar design. I pretty much did nothing else for about 2-3 weeks. The art team knew I was working on something, but they had no idea really and I didn't have time to let them in on it. After studying and working out a couple scribbles, I finally sat down feeling somewhat more competent and began to throw down some designs on the old game tiles the level designers were using. I stripped the design down to the bare basics throwing out the idea of 'props' in general, concluding that they were really kind of useless. Everything became abstracted and about shapes and colors rather than literal objects or locations. This was a very good move.

The rest of the team seemed real skeptical about the idea of a 'new look' at this point. We had thrown so much away already, the idea of starting over was a little too much for them to hear. In truth, the mistakes were not all wasted effort; they needed to happen to get to where we were. I redid practically every asset in game, replacing the old source files with the newer updated style so that the coders wouldn't have to do a thing in order to get these changes implemented.

The rest of the team seemed happy with the old design, and that's probably worth noting. It's one more reason why they weren't thrilled with my talk of an updated look. They thought it meant more work for them, but the way I pulled it off, I did pretty much everything with the exception of a couple assets that changed physical dimension. Because of this, these designs remained on my machine without being updated to the rest of the team for about a month and a half.

In other matters, the level designs were coming together and we were all testing things out to see how things balanced out. We started to think about other things like menu design. I started giving out fresh assignments, but this time it was different. I was able to tell them design rules that I didn't want broken under any circumstance (like no outlines, no shading, no gradients, using these colors, etc).

Anyway, so right at the finish line, my assets finally got plugged in. Most members seemed to like the new look a lot. The old art lead hated it, but at that point I couldn't deviate from the design. We simply didn't have the time.

Menu design is hell and I suck at it. I also don't feel to great about powerup pages I designed to pop up. I wanted to do more research on what other games had done for these kind of things, but in the end, plowed forward with deadlines breathing down my neck. So many little anal tweaks and adjustments. Even though the game was designed visually by March, my plate was full of tons of little things. It was like pulling weeds; pull a few, and a couple more sprout up instantly.

All this and beta testing every weekend, meetings to revise/add stuff last minute (like the boss battle), and ahhhH! I was a squirrel freak. The game was coming together and I knew it but had no time to relish the fact. There was so much to do still. This thing consumed my life. My professors actually asked me how it felt to see something like this come to life seeing as it was my idea and I just looked at them with a blank face and said 'i dont know. I don't know how I'm supposed to feel right now. Ask me next semester when I have the benefit of hindsight because right now i have no objectivity.'

It was right at the end that we had a random ace pop out of nowhere:  Carl Jemmet was one of our beta testers and liked the game so much he offered to do squirrel animations as long as we credit him. It was like winning the lottery. Our animations needed sooo much help, but there was no one on our team with enough animation experience to make it look as fluid as we wanted. Between Carl Jemmet and his friend David Gilder (already on the team), they threw the animations together in about 2 weeks. These kids deserve props, because without those animations, this game would be too stale. They breathed a whole new level of life into the game.

In the midst of all of this, our professors were more or less in the dark about the new look, animations, and the boss level that we had made (and 2 of those things they had told us not to revise). We showcased the final game in the end of April and they seemed blown away with it. It was a good feeling to see them pleased with it.

Anyway, the game has gone through minor tweaks since then and we've put a website up. There's talk of me injecting some story into the game as I originally pitched, but I dont know if it really needs it. The gameplay is what matters and what's wrong with people using their imaginations?

The game was one of the hardest things I ever worked on; there was a lot to do to make it and it was the blind leading the blind, lol. I feel like I have gotten a ton of experience from it and despite the mistakes, have no regrets. They were mistakes that I needed to make in order to become better, so as painful as it is to reflect on poor decisions in the past, they were the best decisions I felt I could make at the time. It's all just part of the journey.

Anyway, so I still haven't met anyone who knows what digital painting is/does it on campus, but at least I know that my skills can actually be applied to something. The idea of trying to start some sort of digital art club or little workshops is rattling around in my brain. Sick of feeling alooone surrounded by artists trying to be deep while I just want to make something cool and functional. Oh well. I'll meet someone who digitally paints someday and I'll geek out like a giddy freak, lol.

((this is probably the longest journal entry I've ever done))
So I know I haven't posted or updated as much as I'd like. I've been terribly busy on projects and have had almost no time for personal work. That will probably be changing starting May when the semester ends.

All of these projects have gotten me into a state of productivity that is pretty cool and my obligations to those projects will pretty much end at the same time leaving me to myself until fall semester.

I just got a full tuition scholarship too, so I thought I'd throw that out there. Tee hee. I'm happy. :D

In general im planning on working on my figure drawing/character design. I'm pretty inept, I'm afraid, and not for lack of trying. I also am tinkering around with the idea of 3d modelling being a focus of study this summer as well. We'll see!
When life starts to pile on I memorize and recite poetry. This is the one I'm recalling today:

If you want a thing bad enough to go out and fight for it,
Work day and night for it,
Give all your time and your peace and your sleep for it,
If only desire of it makes you mad enough never to tire of it,
Makes you hold all things tawdry and cheap for it,
If life seems all useless and empty without it,
And all that you scheme and you dream is about it,
If gladly you'll sweat for it, fret for it, plan for it,
Lose all your terror of devils or man for it,
If you will simply go after the thing that you want,
With all your tenacity, strength, and sagacity,
Faith, hope, and confidence, stern pertinacity,
If neither cold, poverty, famish, nor gaunt,
Nor sickness nor pain of body and brain
Can keep you away from the thing that you want,
If dogged and grim you besiege and beset it,
You'll get it.
Great movie. If you haven't seen it, you should. Not the best movie ever made, but the props/costumes/environments were great. I pick apart movies when I watch you might think its strange I'm commenting on props.

But besides the peripheral details, the story kept me fairly intrigued, the bit of romance in it wasn't awkward. The characters had decent chemistry...

It's just a fun movie to go see. So go see it. :D
Thanks everyone for responding to the recruitment post. :D I have lots of applications to process and am going to get back to everyone with my decisions sometime this coming week.

If you have just been made aware of the positions available in developing the video game Urban Space Squirrels, you may still submit an application as outlined in the previous journal, but with the understanding you will basically have to wait in line behind everybody else.

And also, don't freak out if you didn't send in a complicated resume or try to butter me up; your work is here on deviantart, and that makes it easy for me to see the quality of your work.

I will let everyone know the outcome of their application by the end of this coming week. Thanks for taking an interest everyone!
What's up people? I'm recruiting 2d artists for a game I am producing called Urban Space Squirrels.

The game is a 2d puzzle platformer for the X360 and is being developed by students at the University of Utah. Currently, we have programmers up the wazoo, but not enough artists. The game will be completed and put on xboxlive in April 2010.

We have a working idea. We have an alpha and are working toward our beta. What does this mean? This means this is a project that will be completed and anyone that contributes will be credited for their work. What we need are more artists to increase our rate of production. Skills with Photoshop or Illustrator are preferred, however, traditional mediums are also considered.

We need artists of different skill levels. If you are interested, pm me here at deviantart or contact me at Additional information and art are linked below.

Concepts and Assets:……

Follow this link for general game idea.
Follow this link for a rough of the gameplay concept:…
This is one of the two games I am working on at the moment; we just went public on moddb and would love for any of you to vote for our game. :)

It's a game with 2 teams: Dinosaurs and people, each team having different classes featuring different abilities. We're set to have an alpha within the month.

So scoot your little bums over to moddb and vote for our awesome game, eh? :D There will be cake...…
You may have noticed I've been under the radar lately; I'm working on 2 gaming projects at once, both of which will be published. That, on top of my schooling, it's taken some serious time out of my casual drawing schedule.

I came up with a game concept for my senior capstone class. Despite the fact that I'm a Sophomore in college and dont know what the crap I'm doing really, out of 35 pitches, my game pitch was selected for development.

A lot of work went into my presentation. I thought up the idea for a physics based puzzle game that I thought sounded fun. I dressed the gameplay up with a ridiculous story involving island research facilities, superintelligent squirrels, and haircare products. I drew a ton of pictures to demonstrate the gameplay, show the concepts of the characters and level designs, and made a short movie of it all slapped together too.

When I started the project, it was really a "let's be random and ridiculous and see how far this goes" kind of mentality. However, after working so hard (to the point of questioning my santiy/motives for game design), I found myself rather attached to the game's artistic and gameplay concepts. It got accepted by a panel of stuffy higher up judges and I was elated. I was assigned a whole team of coders and film students to help create it.

And that's when I realized what was about to happen. I'm new at game design. I have never had leadership experience in my life. My project, though accepted, was about to be lovingly ripped from my arms and placed in the capable arms of other people.

I've never had to share my art with others and it seems rather difficult to do so. But, i suppose, it is a lesson well learned, especially at the beginning of what will hopefully be a long career for me; never marry your work. It will be changed, altered, and grow to become something else--hopefully better--than what you initially intended on your own.

In order for my baby to grow, I gotta let it go and trust in the members of my team so that now we can make something so it's not just 'my' idea or 'my concept. It hurts. :( But it will be fine, I'm sure. :)
  • Listening to: Muse
  • Reading: internet
  • Watching: internet
  • Playing: tf2
  • Eating: ice
  • Drinking: ?

I'm not very proud of this, but today I was sick and decided, after a failed sketch, to watch this show my brother had me see called Serei...something...moriboto. Guardian of the spirit? Something like that. It was subtitled, so I don't really know the exact name.

Whatever. It's a show about a chick bodyguard that wields a spear and she totally kicks ass. I'm usually very very cautious about watching anything anime, but I don't think I care this time. I don't care what medium the story is in--book, movie, or animation--if you show me a compelling female character that kicks trash without being a ho-bag or a mere plot device, you have my undivided attention.

The commercial break pauses also included character art and I loved the loose pencil style. I vowed never to make any sort of anime fanart since the internet is overloaded in that stuff already, but that doesn't mean I can't study their character designs.

...dangit I want more. I want to know what happens to her. Ugh...I have a fever. And the only cure is more cowbell...
They can suck my big toe.

I found a school in my state that actually knows what the hell I'm talking about when I say "digital painting." Le-shock! I have gone to classes this last week and an dieing for the semester to start. This is the first time I've ever had to socialize with people who share my ambitions. They don't have a digital painting course, per se, but they do have a clue with game development, which to me is close enough.

This is why my life is shit right now.

My parents have been unemployed for 6 months (yes, both of them). Does financial aid see that? No. They wont until a year from now. I have been gone for 20 months doing volunteer work for my church. The church helped to pay for some of my expenses. Because they helped with the expense along with the nature of how the whole program is set up, it effected my tax information, which in turn has made my EFC score go up grossly limiting what aid I will receive (if any).

My application for financial aid is still in processing and will probably not clear before the deadline for tuition. I cannot get any form of student loan until that clears. If it doesn't clear, I am pretty much screwed.

This system is jacked. I'm tied to my parent's debts even though I haven't done anything wrong. I am 23 and still looking for a way to go to school full time. I was willing to stoop to burying myself in loans and I can't even get those arranged, through the government or any bank.

I am pissed. I know people who's families own boats and jet skis and crap like that and they have their entire tuition paid by the government. Well let me tell you what I have: barely enough to pay for rent for 2 months, one pair of pants, one pair of shoes that are 3 years old with holes all through them and about a week's worth of tshirts to get me by. I have nothing I can sell. I have no car or phone.

They say that this system is to help students who need the help. That's bull shit. The system doesn't accommodate for people who's parents' lives are a financial disaster. I want to work hard and get an education in a way that I don't repeat my parents' financial mistakes. I'm willing to work my arse off to make that happen, but everywhere I turn I get screwed more and more. Financial aid is shit. Don't get your hopes up unless your a minority or married.

What I hate most about all of this is how obviously overpriced the classes are, how wasted the money is on useless campus luxuries, and how they say they care, but they don't really. They say education is their number one priority here, but it's just money. Just another institution screwing the little guy like me over. Such facades make me want to vomit.
L e a r n --- F r o m --- T h i s --- ! ! !

1) Save in multiple files. Better to waste space rather than time if one of them gets corrupted.

2) Be incredibly careful when you're resizing a psd to something tiny (like 800 x 600); make sure you SAVE AS and do not SAVE

3) Always work higher than 2000 pixels high/wide at at least 300 dpi.

A whole day's worth of work was wasted due to an accidental save after I resized my image and thought I undid the resize, when in fact I did not. Almost nothing is as frustrating as this, especially when you consider it one of your better pictures.