Saturday, 30 January 2016

Final Character Design Character

With the character, I defanitly wanted her to have longer legs to show off her prostetics, and when it came to designing her clouths, I wanted them to cover them as least as possible. For each design, I tried giving her diffrent looks based on diffrent jobs/ life styles. I started with normal villige girl, then roge/ traveller, worrier and even witch doctor. I then used cobanatning and used them in the first one. We desisded she woule be a traveller/ gatherer type character, so I tried to give her a simpler outfit with suttler peases for protecting herself.
With each design, I also wanted to try out different stone/wood type legs. I defiantly wanted there to be a kind of crystal that held them together, as this would tie them with the environment. I also thoght floating things would be the most effective way to make something technological look magical instead.


At first, I was going to give her a kind of hultter top, but as she always wairs her necalace, it would be too clashing. ALso, as her necalace is very importent for the plot, I wanted it to stnad out, so I didint wat it clashing with her clouths. I struggled with the clouthing as I wanted it too be minimalistic as trible people tend to wair little clothing and I wanted to replicalt that without having her flashing. I then looked at more toga/Greece like clothing and desided to merge that with a poncho look to make her dress.
As her legs where ver  long, I brought her hair style up to try and balince out her top half. But making it just hair looked boring, so I took insparation from trible head dress and masks, and used feathers as a pony tail. This also helped bring the colours of her clothes up to her head. It also helped give her a more interesting silhouette.


Final Design

I actually finished Tarrin's T Pose before I did her clothing as at the time I was struggling to make a design that made sence. This was holding up the character's modelling prosses so I did her naked so the modelling could begin. This clothes where going to be modelled on top the body anyway, so this was the most logical solution. I also took this as an opportunity to do a body study as I ofern fouse on the face. Because of this, the face defiantly terned up better then the body, but this still helped me understand a female form better. 


Tuesday, 19 January 2016

Character Prop Design

Matt here with designs for the main characters tool - a spear/rock climbing axe hybrid.




I've also been doodling concepts for where the game world transitions from tribal and natural terrain and aesthetics to more technology based areas.



That's all for now. Will be coming up with some UI ideas over the next week.

Random Character Concept Headshots



To further help Jemila with the concept art, I've drawn a few face shots with different hairstyles and tribal markings. I figured I wanted to give her some more ideas in term of  her appearance since I haven't begun modelling yet.

I figured to draw her with either stringy, short or harshly straight cut (un-kept) hair to signify her exploring profession/ lifestyle.
The concepts which have long hair have been given a headband so the hair would functionally, or somewhat move freely out of her face if she were climbing rocks and something of the sort.












The Envionment

at first when i formed with my group we didn't have a clear way that we wanted to go. But as we started throwing ideas around we started to gain a clear direction that we wanted to go in. we listed words and genres to see what we liked but didn't really want to do again. after a while we came up with a seemingly complex idea but was pretty much simpler than on paper.

we started with the word tribal, thinking about ancient cultures such as; Aztec, Inca and Egyptian. but not wanting to conform entirely to a specific culture we knew we needed to add something more. as we were listing the Genres that we liked, some of the genres didn't quite fit what we are trying to achieve but in the end we decided on Science Fiction. now that we had the basics, the next stage was to form the concepts of how we played, the level and what the story would be like.

for this project i am the environment artist and my team gained an impression for what we wanted the area to be like and that would be that the player is placed in a cave. And as you travel deeper into the cave the more science fiction is brought out. i stared by designing the entrances to the cave and with Aztec culture in mind as at the beginning of the game is more tribal themed.

mind map caves;


these images help set up the general aspect of what environment should be like even though the style that we are going for is possibly going to be more stylized. 


sketches;


they are only simple and not that well detailed. the concept has be come fully formed as to what are area is like. it is a simple area that as the character gets further down towards the center of the earth the more machinery and sci fi is brought out. over all the planet itself is actually a space craft that has formed a gravitational pull with other planets, and formed life on the outer side of the ship.

maps 1,2,3

the starting idea to small for the idea


the second idea too large for time frame

this map is the one that is most open to our idea where i could build the environment around how the game is played.
what i have done to the maps are creating a system to show which level you are on;

0: Below ground
1: Ground level
2: Second level
3: Third level

this show the platform aspect to the game.

progress of the Greybox;

the images below show the prepossession of the level being built as the character controls are being built in another stage at the moment.



the images above show the mas and design of the whole level at two view points in smoothed mode to show it in a higher poly.



the view points where character would be the lower images though are showing the higher poly on the left and the lower poly on the right.




Camera Controls

19/01/2016


I scripted camera controls which enables the player to pan and zoom the camera around the player







Enemy Design

For the enamies Iwated to make golem like things with Aztic carvings. I thoght this would tie into both the Aztec and scifi sides of the game, as they look magical in stone, and they would look robotic in metal.
I also had to think about animating a rigging when designing the enamies. We wanted to keep animation to a miniman, so I tried to keep to designs that would have simple movment. I also did a huminoid one as we could use the IK rig to aminmait it like the player character. 


When desiding on what kind of carvings to put on the walls, we came up with the idea of putting tutorial liek images to tell the player how the game works. This would also be useful as we didn't want any talking in the game, as we thoght as this is a different planet, they wouldn't speek English.


As I had been practising doing stone like things from the environment art, I desided to redo the enemies so that the look more realistic. I desided to use the ball like enemies as they had to simplest forms to model and woden't take too much animation to do. I gave them a redder tone then the rest of the environment, as this would help them stand out more. I also wanted it to be clearer when the player has been spotted, so I changed the colour of the crystal to red as well when they attack. The red also makes them seem more danseuses as red convayes a feeling of threat.




Initial Character Consept


For the character, we wanted to give her a tribe/Aztec look to match the environment. We also desided to give her cyborg type legs, as this would add to the magical, sci-fi scheme of the game, and would also allows for additional skills the character can use, like a super jump.

 
I then used a basic test design of the character to exsparament with different styles. I tryed to use both cartoony and more rylistic tryes so that we had a few to chose from. It was desided that we should go for a more realistic look so they would make more deatalied textures. But I still wanted the character to be some what styalized, so I tried exaggerating different fetchers of her design.

As I was still working on her other design elaments, I deided to try paining her face, as a had a clarer idea of what I wanted it to look like. A lot of Aztec like art had people with bigger noses, so I wanted that to be part of her design. I also didn't want her to look too generic, but still look female. So I played around with feachers so that see wasn't defultly pretty, but was still feminine. I also used this as a way to practice my portraiture. I try to do it all in blak and white first so that I can get the lighting right, but also make it easier to play around with her colour variance.

Initial Environment Consepts


I find doing environment art is one of my weakest points, witch is one of the reasons I wanted to do concept art for this term. This way I could practice doing environments as well as characters. One of the first things I did to practice was to take one of Grace's drawings and paint over it in Photoshop. I mostly just tried to paint the different textures like the tree and the rocks, as I new that would be a big part of the environments. 


I then tried out different brushes wile doing different interiors  for the cave. We desided that Aztec would be a major influence for the look of the game, so I tried including carvings to give it a Aztec  feel. Another part of the game I had to keep in mind was that the cave used to be the inside of a ship, but it needed to be desiced so the player wouldn't realize. One I idea I had was for there to be a big tree in the middle of the cave that looked like a strangle tree, but was actually a bunch of pipes. As the player goes deeper in to the cave, the tree starts to look more matalic like the rest of the environment and would connect to the centre of the ship.

I defiantly wanted there to be floating platforms as it would tie into the floury legs I want to do for the character. I've done this so that the world would look magical and almost spiritual, but is all actually science. I also tried out different brushed in Photoshop ti try and add more texture, but it wan't very successful.


Even though it would be in that game, I wanted to do quick drawing of the village the character would live in, as it would give a better understanding of how this world works, and it might also be used in a cut seance. I wanted it to look tribal but also fantasy like. I used more of the flouting platforms it link it to the cave and the villagers' prosthetics.


As I was having a lot of trouble trying to do the cave, it was suggested that I try photo bashing. I had never done it before, so I was mostly experimenting on ways to get everything to mash together the way I wanted it to. Even though this was I didn't have to worry about trying to produce textures, I still could't visualize how the cave looks, so it was mostly a mess. However, I did use what I learnt to photo bash the hallway so it was useful for practice.



As the cave is actually the inside of a spaceship, I was suggested that I use sicfc images and go over them to make them look Aztec. I tried this for the hallway that will be at the begin and ending of the cave. This gave me a better idea on how to combine the Aztec astetic with the sci-fi elamnets, but I still hasn't really happy with the design. I also son't think using statues will work well, as the player may think they can come to life.




Monday, 18 January 2016

New Eden: One Sheet

18/01/2016



For this group project we are allowed to work in groups up to 8 and allowed to create any game as long as it meets the brief.

After brainstorming ideas our group decided to create a game entitled New Eden. This game will be a third-person platformer and stealth based game. The theme for the game is a mixed between Aztec and sci-fi, as we want both styles to collide gradually as you progress through the game.

I made a one sheet with the core ideas we as a group decided we want our game to be.