Game Adaptation: Summary Post

Pitch

To start off this project we had to come up with a pitch for our game. We did this by looking at existing media and then adapting it to create our own idea. We then had to describe our game idea in one sentence.

Game Pitch

The Project

Media Research

Environments

After learning some basic tools in Photoshop and learning SketchUp I began to create a variety of concept art pieces that gave visual to what the environments within my game would look like. I made an interior and an exterior. I wanted these to be of important places within my game, therefore I decided that the exterior will be of Atlantis, and the interior will be a tavern that the player starts in. As well as this we also looked into research on how video games have been extrapolated from real life environments. The final part of the environment segment was graphic imagery. This is things such as shop fronts in games which are similar to what real life shops look like

Tavern Interior

Atlantis Exterior

Extrapolation Environment

Extrapolation Technology

Extrapolation Monster’s

Graphic Imagery

Props, Objects, and Vehicles

Since the environments appear empty on their own we then had to create props, objects, and a vehicle to go with them. I started this by creating a list of all different types of objects that would be in either of these environments. I then developed these props in photoshop adding colour and shadows. I also created vehicles using the pareidolia technique and then further developed one of the ideas.

Props and Objects

Dead Creatures

Coloured Props

Vehicles

Final Vehicle Concept

Character Designs

The research for this included what makes an iconic character, including branding. For my game, I had three main characters which would either be important to the plot or appear multiple times within the games. I decided to take two of these and develop them and create designs. I started off using silhouettes for the human, and pareidolia for the robot so that the characters looked unique. I then added detail onto them before taking them into photoshop. In photoshop I created multiple versions of both characters that had either a different design or a different colour scheme. To gain more of a visual for these characters I created rotations sheets that show all four sides of the characters.

Iconic Characters

Robot Research

Robot Design 1

Robot Design 2

Robot Design 3

Robot Design 4

Robot Pareidolia

Final Robot

Robot Rotations

Explorer Research

Explorer Concept 1

Explorer Concept 1 (Coloured)

Explorer Concept 2

Explorer Concept 2 (Coloured)

Character Expressions

Animatic and Storyboards

By creating a storyboard, and animatic it allowed me to visualize a scene within my game, whether this is a gameplay scene or a cutscene. To start this we completed a side project based on a piece of text where we had to create the environment described, and then animate it using After Effects. I created a storyboard for this so that I easily knew what animations were going to happen and how long each animation lasted for. This was good practice for me when it came to doing the same thing for my game. However, instead of creating new environments and props for this animatic I simply used the concepts that I had previously created.

Storyboard

Vehicles

Creatures

Sketches

Finished Animatic

Atlantis Animatic

Maps

Since most common games have a map where the player can see where they are and how to get to a certain area, I thought it would be fitting to create a variety of maps for my game. As well as this it also helps give the player an idea of how big the game actually is. The maps I decided to create where of the two major cities that the player visits in the game and a map of the entire world. When creating the world map I gave little thought to the shape of the islands as this allowed the map to appear unique and less like other popular fiction maps. For the city maps, I thought about major places that the player would need to visit and built the world from there.

World Map

Heicron Map

Atlantis Map

Final Concept

After all, my pieces of concept art where complete the only thing left was to create a final piece which would act as a poster for my game. I created this using inspiration from the maps that I created as well as the earlier pieces of concept art. I then wanted a title to be included on this poster so that it was obvious this was a poster rather than just a piece of concept art.

Title and Font

Final Concept Poster

3D Models: Cart and Props

Using all of the props that I created I decided to compile all of the props into one environment. I did this by merging all files into one and then positioning the props so that they don’t look out of place. I then copied and pasted the props so that the cart wasn’t bare and so that the props filled up the floor surrounding the cart. While doing this I made sure that the scale of all of these props was relative to each other so that nothing looked too large or too small. Finally, I added a floor and a background so that the shadows of the props allowed it to stand out, being more visible.

IN reflection to this, I think this has turned out quite well and the props all seem like they belong together. My only concern is that because these props were created over time, it is clear on which props I started with, and which I finished with. One improvement I feel like I need to make, which I need to learn how to do, is properly rendered so that the long correctly shows the shadows and the props are rendered in the highest quality image.

everything-within-the-cart

3D Models: Armor and Quiver

After finishing the weapons I then decided to tackle the hardest pieces of the list of props, that being the quiver, with arrows, and the helmet. I started off with the quiver Using a cylinder as the base shape. This could have already been the finished prop but I decided to add detail such as metal rims that were at the top and bottom, appearing as if they were holding the quiver together. I then added a seam down the middle and little buckles where straps would attach to the quiver. All of these made the quiver feel more life like and like it could actually be used. To go in the quiver I also made an arrow which I would copy and paste so that the quiver was full. The arrow was fairly simple as I used the tricks I learned from the sword on how to have a realistic looking sharp edge.

The hardest piece of all the props was the helmet and I found that the easiest way to create it was in separate pieces. I started off by creating the basic shape with a sphere as this gave me a rounded shape that would be used as the top. I then sculpted it so that it was similar to the original drawings that I had created. Since this was a sphere it was hard to use the bevel tool to add detail, therefore, I decided just to create the pieces separately and then attach them together. Finally, I created the wings which I used a side of a box with multiple segments so that I could adjust the shape. Then I mirrored all the pieces to create an exact copy to complete the helmet.

IN reflection to these and all the props that I have created I can see that I am improving every time I go to model something in 3D. The helmet is by far the best piece that I have created to this date, however, I know places in which I can improve on it and all of my other props. The improvement would be my topology. The wings on the side of the helmet do not have good topology which could be improved over time. As well as this I am still using a few tris which I am slowly managing to remove, making sure that the model is mainly filled with quads. However, something which I feel like I am already doing well in is my polygon count since I managed to keep this helmet prop below 600 polygons.

Prison Simulator: Age Rating

Since the game that we are creating is a Prison Simulator the age rating category that we selected this for was the 35+ and there are a couple reasons for this. The first is that we decided to make this game a 2D side scroller it doesn’t appeal so much tot he younger audience as they have been brought up in the new intense visual games whereas 35+ feel nostalgic with these games. The second reason is due to it being set within a prison it means that this is a harsh but realistic environment that contains violence and drugs. These are not good influences on the younger audience.

I feel like this was the correct category for this game however if the setting was different it could possibly be within another category as the art style shows bright, vibrant colours which relate to a younger audience.

 

Prison Simulator: More Props

Looking at my to-do list I began to draw a variety of different props that would fill each different room. I first started by focusing on just one wing so that the amount of props that I had to create was a reasonable amount. Some of the props I will be using the concepts I created such as the Medical bed whereas others I had to recreate, such as the chemistry set. These pictures show a variety of props from different rooms such as the staff room, the cell, the med bay, and the electrical room. Each prop is made so that it looks like it belongs in that room. For example, the generator I used a reference picture from the internet for the shape so that It appeared heavy and very mechanical making it stand out if not in the right room. For the generator, I didn’t want it to just be plain and gray therefore I decided to add some greens and browns. The reason I added the browns was so that it could give the illusion of rust and that these generators have been here for many years. The green was because of sewer pipes and I thought this would be a good signifier of the pipes that contains fluids. The reason hat I created two versions of the x-ray machine is because it can be turned on and off. One image shows the on mode which contains a light which shines down onto the player

Reflecting on this I feel like I am slowly progressing with these props however due to the lack of detail I am unsure how they will look in the final product. Since it is a 2d game we are restricted on the amount of detail so I will just have to see how it pans out and if I will have to recreate some of the props. I also gave some of the props a 2.5D feel so that perspective could be used within our game and it also allows me to give more detail to the prop.

Game Adaptation: Final Concept

To make this final concept I began by going into SketchUp and used the 3D warehouse to create a scene containing a pier and several rocks. I then took a screenshot which I could then use in photoshop. The reason that I did this is because it would easily give me the correct perspective and give me the basic shape for my concept. I used my regular tool in photoshop to create the concept which is the burn and dodge so that I could achieve shadows and texture for the water and wood. Since I wanted my character to be in the poster I thought it would make more sense to use the image from the character sheet rather than spend time redrawing the same character. So that the character didn’t look out of place I used the ‘bevel and emboss’ effect and adding a shadow and highlight to the character so that it appeared as if the sun was lighting half of them up.

Choosing a font for the title was hard since all the fantasy fonts that I found were either very similar or ridiculous. The three that I selected were all fairly simple but each of them had a unique quality. I Tested each font against the concept, repositioning the words and seeing if it fitted or not. I finally came to a decision on which font to use and found that the title fit perfectly within the sun.

Since the concept so far only contained the character and the environment I also wanted to show a prop or vehicle that I had created. I decided to include the airship as this would should the theme of the game, that being fantasy.

Reflecting on the final concept I feel like it captures the setting of my game as well as giving subtle hints to what the game may be about and what it involves. Not a lot of detail is included within the concept which could be a downside, however, I prefer this as the detail that it does have causes the viewer to look upon it and gain questions about what significance these parts have.

 

 

Final Concept: Idea and Title

We all of the art and game lore that I have created it is now time to create a final piece of concept art that will act as the poster for this game. My Idea for this is to show the rocks which I previously showed on the world map. These will be on the right side of the screen so that it applies to the rule of thirds. On the left will be a pier with the main character of the game looking out into the sea. Some of this will be created using pieces of concepts that I have already made. However, alot of this will be new.

Since this will act as the game poster it should show the title of the game on it which causes a problem since There isn’t one. I have spent a lot of time thinking about what the title could be. By doing research into previous games I noticed that the major triple A games go for short stories that give an insight into the game without giving away the entire plot. A good example of a game that does this is Halo. Since my game is about a character exploring the world in search of this ancient city there are a couple of initial ideas that come to mind. These are ‘The Explorer’, ‘The Journey’, and finally ‘Atlantis’. These titles are all simple however I feel like if the game was to be called Atlantis then there is no mystery to solve as the player knows the name of the city and can work the rest out from there. ‘ The Explorer’ suggests details about what the attributes of the character will be which I think contradict what the characters design is as the idea is that his background and personality is unknown. This leaves me with ‘The Journey’ which implies that this is an open world exploring game, yet doesn’t give away where the character is going and why.

The font that I will use has to scream out that this is a fantasy medieval game meaning that the font must be fancy and elegant.

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Final Vehicle Concept

Using the concepts that I had previously created, I further developed the ship by creating a larger sketch which contained more detail. I then took this into photoshop where I added colour, similar to my initial design, but this time more developed and finished looking.

Reflecting on this I feel like the pareidolia technique worked very well with vehicles. I also feel like by colouring in the initial models it gave me inspiration for how I can further develop it in the final concept and improve the texturing. This is something that I will continue to do in my design stage. The technique of creating a larger scale sketch of my idea also helped me with this project as it allowed me to include more detail to bring the drawing to life.

Game Adaptation: Vehicles

for my environment, I noticed that I had a range of different characters, props, and creatures, however, I did not have any type of vehicle. Since the major part of my game will be set in the water I thought that it was fitting to create a boat. I started off using the pareidolia technique so that it would give me unique shapes.

The boats that I created where a mixture of fantasy, medieval and modern. I took these designs into photoshop where then added color to show what materials these boats were made from. Two of the ships appeared to be more modern so I decided to use grays so that they appeared to be made out of metal. I used the burn and dodge tool to show the rust of the metal and also the shadows. For the other ship, I colored it brown so that It appeared to be made out of wood as this would have been the most likely material that the ships was made from. In this case, I used the burn and dodge tool fro a different purpose as it was more to give the grain of the wood so that it didn’t look plain.

I feel like these are a good variety of designs that show different types of boats that could possibly exist within my environment. I could now develop these designs further so that they include more detail and give me an even better idea of what the final product would look like. If I am able to I would also like to try modeling one of these in 3ds max as I feel like this would be the best way to gain a 360 view of the ship.

 

 

3D Models: Christmas Cracker

Due to it getting close to Christmas we had to choose a Christmas related item to 3D model. I decided to do a cracker as it meant that I could create two versions. One sealed and one opened with the toy out of it.

This was fairly simple to create as I used a cylinder to create the basic shape. II then changed the scale of the ending edge so that I had the cone-like shape. To make sure it was quads I replaced the end caps making sure it had no tris. Finally, I used the symmetry modifier so that I could create the entire cracker making sure all parts were exactly the same.

When making the open version I used half of the cracker and simply created the ripped edge by moving the edges randomly. I then used the shell tool to give the inside of the cracker depth, overwise it would be flat. I wanted the toy to be simple as usually all the presents within a cracker are simple and cheap. Therefore I just reshaped a box so that it had a sloped bux and a cockpit. I then added wheels on the side with tread marks.

reflecting on this I think these crackers may be simple but effective in allowing me to practice and complete a task using my own abilities. It also allowed for me to experiment and come up with multiple solutions. What I mean by this is that I was able to create a complete cracker and a used cracker with the toy showing.