Mini Brief: Pride and Joy Concept


The aim of this brief is to create either a hanger, a garage, or a dock with a relevant vehicle shown taken apart, being repaired. For example, for the change, a jet would be a good choice. As well as this a pet must by shown near or on the vehicle, awaiting the return of the owner. The environment must be cluttered with things found in that place as well as show the personality of the owner and as if it has been life half way through repairing the vehicle. The final outcome would be in the form of a 3D model. Not only was this project about expressing my perspective skills but also about give a narrative to a piece so that it gives a backstory or a reason on why it is designed that way.


To start off my sketches I drew small little thumbnails of different ideas for this brief. This included different environments as well as different vehicles. I also wanted to try drawing different perspectives. Even though I can change the perspective when on the 3D side of this project I felt like doing this would give me a better understanding of how I wanted it to look as well as what items looked best where.

Final Idea and Sketches

These thumbnails gave me lots of different ideas which I could then use to start my initial sketches. I decided that I wanted to proceed with the garage task for this project and started drawing the different props commonly seen in this place as well as the possible vehicle that could be placed in the garage. I went out and got the reference from my garage of what the environment would look like when it has not been kept looked after. I finally decided that I wanted a Baja as a vehicle in my garage and that it would be on a car lift so that it was more convincing and that parts could be removed from the vehicle.


I also decided on a perspective for my final render after drawing multiple different angles of the garage. This would then be shown in the final render of my environment. When deciding my perspective I took the rule of thirds into consideration. I know that my Baja would be in the centre of the garage meaning that the final render had to be from a diagonal so that it would position the Baja at one side and still show lots of props.

Photo Bashing

To help me visualise my final outcome I went into photoshop and made a photobash which included the basic elements that would make up my garage. I tried to do this in the perspective which I had decided upon so that it would give me a clearer understanding of how the final render would look and what props would be visible. When doing this I found that I had to change the shape of the garage as the shelves could not be seen, therefore I moved them on the back wall so that they could include more props.

Garage Photobash

Grey blocking

Before creating my 3d render I went into SketchUp and blocked out the environment including where I would roughly like the props to go so that the filled out space. As well as this I was also able to use the label tool in Sketchup so that I could easily see what each prop was meant to be and where it was meant to be.

3ds Max

Using my sketches I then went into 3ds Max and began modelling. I started off with the vehicle as this is the largest and the focus of the render. I created all different props which would be commonly seen in a garage such as a workbench, a toolbox, and storage boxes. These props would also be duplicated to fill out more of the space of the garage. The pet I decided on was a cat as they are known to linger and considered loving. This would help with adding to the narrative of my piece.


For my garage I wanted it to appear as if the owner had been working on the Baja but was unable to complete it and had not done for some time. Shown by the accumulation of different tools and boxes. To help with this I added a plate of food half was eaten and a drink to show that the owner had suddenly left and never returned. This is further shown by the cat as he appears to be laid down under the Baja, waiting for the return of the owner.


When adding the props to my environment I noticed that the position of some of the objects had to different from my grey blocking so that they were either visible in the final render or so that they looked like they belonged. I decided not to include some of the props such as the lights and the generator as the position of them would not be in the final render. Also since I knew that I wanted the render to appear as if the sunlight was entering through the garage door I felt like I didn’t need to make the light as it would not be on.  I also used a debris maker script so that I could include leaves which appeared to have blown in from the front door. Making the garage look dirty and unused.

Final Render

My final render used lights to give the effect of sunlight entering from the exterior and was then rendered using a camera positioned in the place I decided in my sketching stage of the project. This also helped give light on the props at the back of the garage which are less visible The final render ended up being a slightly different perspective to what I originally decided upon as a realized that a lot of the props and the door could not be seen in that view.

Final Render


With my final render, I wanted to create a presentation sheet, similarly to what I have done with my past projects. This will allow a viewer to easily see how I got from the beginning to the end of this project. It also showed everything neatly and only contained relevant information, including what added to the narrative.

Pride and Joy Development Sheet


For this project, I paced myself well making sure I had the relevant sketches completed before moving into the 3d so that it would make it easier for me to imagine the final render and know what would be in my final environment. This is certainly one of my favourite pieces that I have done so far, as I have paid more attention to detail making sure that it contained lots of props that filled out the entirety of the area yet didn’t look out of place. Even tho the final piece of this project was a render I’m glad that I created a presentation sheet as it matches the recent projects I have done and helps me to maintain a theme. This is beneficial for me in my portfolio.



3ds Max: Improved Props

To help with my skills in 3DS Max I wanted to go back and revisit some of the props that I made in the first semester. Instead of going straight into the 3D software I began this small project by drawing out the props I wanted to create. This way I could break them down into the key component as well as visualise them in perspective.


The first prop that I decided to create was the cart as this was one of the first 3D props that I made. I began by drawing out the cart in perspective as well as breaking it down it to its components. This was fairly simple as it was mainly made up of boxes.

Scan_20170330 (8).png

IN 3D I could easily create this and since last time I have learned lots of new techniques that meant I could make it more realistic. This included the bend modifier. I tried to include more detail with this version and think about how it fits together. For example, I created individual planks that make up the cart as well as the wooden planks that lay underneath the cart, connecting it all together. With the first attempt at this I simply placed the wheels on the side but with this version, i connected them to the under the beam.

Final Render.png


Similar to the cart I also recreated the square shield that I did about also decided that this would b e more of my own design rather than from a reference. I drew out the shield in the shape that I wanted it to be as well as with all the components that would make this up.

Scan_20170330 (9).png

I think that my first shield wasn’t too bad considering I just started, however, this version looked more polished and professional. It may differ a lot from the original design however I like this as it is more of my design rather than just copying from an image. I’m glad I decided to redo these props as I feel like ti helps show my progression. This is something I will then do again in the future to show more improvement.


CATS: The Wedding Dress

Ryan Green

BA (Hons) Games Design

Hull School of Art and Design

Open University


The Wedding Dress is a significant piece of a traditional western wedding. The design of the dress not only shows off the bride and makes her stand out to all that attend the wedding but also reflects on the type of person underneath the dress. For example, the most common form of wedding dress would usually be made from silk which means that the dress appears of a high quality reflecting on the person underneath as it shows them as wealthy.  As well as this the style of the dress gives a similar view. An extravagant and highly detailed dress will instantly be recognised as extremely expensive whereas a simple dress will be considered the cheaper more common option. This may not be true as it could just be that it suits the bride’s taste.

The colour of the dress is also significant. In the western part of the world, the traditional colour for a wedding dress is white. This is because the colour white is considered pure and implies that the person wearing it has either a pure soul or is now becoming pure by getting married (Ellen Scott, Metro) The Wedding dress is also clearly exaggerated in the lower portion as it flails out and drapes across the ground making the bride look elegant and makes them stand out from everyone else in the room. Giving the idea that she is the main focus of this event.

An Important part of the wedding dress is the veil. This is a headpiece which covers the entirety of the face of the bride until it is removed by the husband to be. The reason the veil first existed was because in the ancient times of greek it was used as a way of protecting the bride from evil spirits but then it was also believed that it was a symbol of Chasity. ( Rachel Morgan, Weddingideasmag) In the modern times, it is mainly worn as a piece of fashion as it is a recognisable accessory to the wedding dress and considered vital to its appearance.

The picture shows the bride holding a bouquet of flowers which is very common in the western wedding. The first reason that these are seen is because the bouquet is used as a way of choosing the next wedding.  The colour and type of flowers int he bouquet is also important as they are roses. These are often associated with love due to them being elegant and a bright vibrant red. This is possibly used to show the passion and love that gives the reason for the wedding.

As part of a western wedding, it is traditional that the father walks the bride down the aisle. This is shown as a symbolic way of giving his daughter away to the husband to be. This is now seen as old-fashioned as it was originally done to show that the father was giving them away for a price.



Why do brides wear white on their wedding day?




Rabbit Heart Character Concept

For this task, we as a group had to come up with an idea/design for the antagonist to the game our tutors have been working on called Rabbit Heart. What we did for this was each go off and come up with different ideas that could possibly work for the villain. We then came back as a group and shared our favourite ideas. To then progress further we created a character containing the favourite elements from everyone’s designs. For example, my favourite element was that the character had a ragged lab coat due to the fact that they were a scientist/engineer.

My next task for this mini project is to carry on developing the character before then taking it into photoshop. Since we didn’t really decide if the character has a weapon or not because she is a mech I decided that I want to experiment with different weapons and see if any look like they fit in with the character.

Children’s Book Adaptation: Ideas


  • Yellow brick road bit it has obstacles which will block the players from progressing and it can only be achieved by fulfilling a quest, defeating a boss or a puzzle.
  • Fantasy themed turn based game
  • One main objective and you must complete certain traits to progress
  • Steampunk where everything is mechanical and life e.g. forests are destroyed
  • Sci-fi theme where areas are planets e.g. Emerald city planet, gaining influence from star fox. Yellow brick road can be a yellow galaxy
  • Sci-fi with fantasy primitive tech



  • Environments: Ryan’s
  • Character: Me
  • Objects and Vehicles: Connor



Party what can join after you do a special mission

  • Tin man
  • Lion
  • Scarecrow
  • Playable character (Dorthy)
  • Companion (Toto)

NPC’s: None villainous

  • Munchkins
  • OZ
  • Good witch (Guide)

NPC’s Villainous

  • Wicked witch (Main villain)
  • Flying monkey (Minions)



  • Kansas
  • Forest
  • Emerald city
  • Witches castle
  • Crossroads
  • Poppyfield
  • Yellow brick road
  • Munchkin village



  • Red shoes
  • Gifts from Oz
  • Bubbles (Quick travel)



  • Hot air balloon
  • broom stick



  • Lion: Tank ideal, High strength
  • Scarecrow: Defence/Distraction, high intelligence
  • Tinman: Healer but focus on himself, high magic
  • Dorthy: Hopeful hero


PERUS: Player equips

  • Intelligence
  • Strength
  • Attack
  • Health
  • magic
  • Charisma



  • Hack and slash
  • Turn based

Children’s Book Adaptation: Research

Since my role in our group is environment concepts I wanted to start by looking at work on the internet by other artists that are possibly related to the style we have chosen and can influence me in my work.

Dorje Bellbrook

Dorje Bellbrook is a video game concept artist for Bungie in Seattle that has worked on huge games such as destiny. The pieces below are examples of work she has done for this game. I found these pieces in particular as it gives me a lot of inspiration on different ideas and structures that could possibly be in my forest world. The bottom piece showing ancient structures and a portal gives me an idea that this world could contain man-made structures such buildings, bridges, and ships. However, these structures will have been abandoned and nature has taken over and grown across the structures making them barely visible.

The space concept is a great piece that helps me as I know for each environment in our project I want them to be different planets. However, I was unsure on how I would easily show what the planets contain. This concept is quite simple but does help me as the artist as simply shown the planets using different colours. Then when the player is closer to it the planet contains more detail such as clouds and possibly the larger structures that are key places on the planet. The final part of this concept that I like is the fact that more than one planet is visible in the shot. This firstly confirms that it is a sci-fi setting as no planets are that close to earth.  The planets are extremely close to each other which I feel is a good thing as it gives the player an idea of where they are likely to be heading off to next.

Agnes Staudt

Agnes Staudt is a an art director that has worked on games such as Tomb Raider and Crysis. When looking through her portfolio I tried to find pieces which will help me with different planets to my previous research. I managed to find pieces that show structures on unique islands surrounded by water. This helps me on how I can design the ocean planet. Since this planet will be the location the player starts when they are first transported it needs to have some resemblance to the munchkin village. This gives me the idea that the village could be more of a tribal town spread across multiple islands, then connected by hanging bridges. Since the planet is covered in water the island is surrounded by fishing boats as this would be there the only source of food. Since this is one of the starting locations of the game I feel like it needs to be bright and tropical so that it looks interesting to the player and makes them want to play more of the game. However on the flipside, I could use all of these pieces as inspiration and have it so that it starts off with stormy weather that cause the structures to appear run down, but as the player progresses through the game it starts to become clear, and the town becomes restored.

Sebastian Gromann

Sebastian Gromann is a concept artist from Germany and I stumbled across his artstation when I was trying to look for good research on different styles of farms. As the beginning of Wizard of Oz is set on a farm in Kansas. I thought it would be a good idea to keep with that where the beginning is still set on a farm on earth. I found the right image extremely inspirational as the farm looks to be futuristic due to its vast size as well as the platforms that act as bridges over the top of the farms, allowing the use of more room to be cropland. This gives me lots of ideas on how I could mix the futuristic aspect with the traditional elements of a farm such as barns, metal shelters, and tractors. The other image relates back to the ocean planet as it gives me ideas about parts of the island which could have possibly been flooded and caused it to become boggy yet still usable as a resource gathering area.

Aurelie Moine

The final artist that I looked at is Aurelie Moine. She is a freelance artist that has created some environment pieces but mainly concentrates on character design. I found the first piece interesting in relation to the ocean planet as it mixes the styles of sci-fi and fantasy. This is because it has traditional simple structures made out of wood and stone with mythical creatures surrounding it, however also has spaceships flying by and another planet positioned extremely close to this one, giving the element of a sci-fi atmosphere. The second image is the most inspirational piece that I found from this artist as it gives me an idea on how I can design my sleeping poppies planet. Since I already have a forest planet I wanted to stay away from that and this gives me the idea that it could possibly be the baron or covered by desert and instead of having sleeping poppies, have areas containing radiation or odd looking plants that release gas into the air. This also offers a good contrast to the other planets which I have designed so far as it gives a better range of environments for the player to explore to ensure that they don’t become bored.





First Time Texturing

Using my previous model that I made based upon a telephone, I had the task of adding texture to it so that it was realistic. To do this I created a UV map. This was simple as all I needed to do was go into 3ds Max, add the UVW modifier and then use the flatten filter. This laid all the faces of the model out for me to view. By clicking on each individual face of the model it showed me the corresponding part in the UV map.


I then took this into photoshop where I could add a texture using the uv as a guide. I went into google and found an image of a grey plastic so that it showed the correct material of the telephone. I used this in photoshop to then texture my uv map. So that the texture didn’t appear to big I made sure I choose one with a scale of 1024×1024 and then scaled it down in photoshop. This meant that I could multiple the texture across the entire map so that the pattern was small and only visible up close.Once done I added an LCD display so that this part of the phone was not plastic. This could then be simply added as a material in 3DS Max and then rendered.

Overall I feel like this isn’t bad for my first time texturing. However it certainly could be improved. If I were to spend more time on it I could add multiple textures to the different buttons and even a better LCD display.

textured phone.png

Low Poly Telephone

In 3DS Max I had the task of modelling a telephone based upon pictures that I had taken of a real life one. The telephone had to be as close to the real scale as possible and have as low poly count as I could get them.

This task was fairly easy as I only needed to use two boxes. One for the phone, and one for the base. The buttons and indents would be added using the connect tool and the bevel tool. I also used the technique from the hard surface modelling task and added a chamfer to the phone so that the corners were not as harsh.

Final Render.png

I found this task very interesting as it allowed me to find new ways to complete tasks and minimalize my poly count. I was also able to grow more confident wth the bend modifier in comparison to the previous projects as I found new ways that it could be used so that it bends different parts of a shape. I used this modifier for the actual phone itself.

Hard Surface modelling

To improve my 3D skills further we were provided with the task of hard surface modelling. What this means is making it so that when a texture is applied to a model, corners are not so harsh and are less visible. We did this by finding an example on the internet and trying to replicate the result.

For this task, I decided to a floor. I found a picture on the internet that I liked and recreated it in 3DS Max. To remove the harsh corners I added chamfers to all the 90-degree angles so that they where moe rounded and smooth. This was the easiest and quickest way to hard surface the model ready for texturing. I only recreated part of the floor since it is a recurring pattern.

This is something that is extremely helpful depending on what it is that I am modelling. For example with my previous project, the motorbike, I don’t think this would have helped so much as there were a lot less sharp angles. However, it is perfect for environment models.


Source Control

Source control can easily be identified if it is split down. The source is the group of files that are part of the project that the person is working on. Second is control which is obviously the act of making changes to these files in whatever way the person desire.

One of the most popular software that uses source control is GitHub. In the software, the person can upload the files that they are currently working on. Github then saves this as the first version in the project. Then another person can download these files and make their changes. When they go to reupload them GitHub will save this as another version of the project. That way if someone within the group of people that are working on it makes a mistake, they can go back to a previous version. One feature of GitHub which are good is that when someone has downloaded the files it means that the other people can not download them. The reason it does this is so that more than one person are not working on the same version and making changes which ignore the changes the other person has modified.