Prison Simulator: Med Bay Props

With the sketches that I had created showing various different designs for common props that would be seen in the medical bay, I then decided to take these into photoshop and recreate them, smoothing them out and adding color. By doing this it allowed me to see which designs would work better. With all the props I used a variety of shades of gray as this is a very clean yet futuristic looking color that still adds depth to the prop.

In reflection to this, I can definitely see which designs work better however with some of them such as the med pod the choice was already made before color was added just due to the sketch. If I were to go back and design more of these props I may use pareidolia but it may not have a positive effect on my designs as these props have a unique shape that needs to be clearly visible. I will try to use this in the future props that I design to see if it will work.

Character Design: Final Robot

With the sketches that I had created, shown in my previous blog post, I then went into photoshop and created variants of this robot using different colors and making them different roles. For the main robot, that being the guard, I went with a dark gray and gold combination as I felt like this went very well with the engravings on the robot and also made the robot appear more old fashioned and centuries old. I then used the process of applying the dodge and burn tool to make the robot look 3d, show where the light is hitting it and to add rust to the metal so that it doesn;t appear new.

After this was done II then took the same design and created a Medical Robot variant as I thought that this would also be a common robot that would be seen. I did this simply by removing the gun and engravings, and instead of adding the well-known cross symbol for a hospital. When it came to texturing I wanted this robot to look very clean, therefore I went with bright colours, a light grey fo the robot itself so that it appeared new and always in good condition, and red colour for the tail and crosses as it stood out against the grey and is a common colour associated with hospitals and medicine.

In reflection to this, I feel like this is the most unique design that I have created as I have not seen anything like it done before. The engravings add that extra bit of detail which completes the robot and represents the correct theme. If I were to go back and do this project again I think I would create even more variants of the robot so that I had an even wider range of characters that could appear in the Atlantis environment.

Character Design: Robot Patrol Guard

For one of the main characters in my game, I wanted to create a patrol guard. This character may not be a character that has had dialogue or influence on the story but it affects the environment and will be a repeatable character that is seen everywhere.

I started off this design by creating silhouettes at random which formed multiple different characters. The reason I did this was because of the previous research that I did and I wanted to make sure the robots had iconic features which would be recognizable to the player. After this was done I then found two of the designs that I felt I could develop. I did this by drawing the designs in detail and of all four sides of the robot. I also thought about the functionality of the robot when designing this and made sure things such as cables and pistons could be seen.

The first design gained inspiration from the human skeleton in the shape of the head as it is very defined and a unique shape. I then used claptrap from the borderlands game as inspiration for the way that the robot would travel around, and this would be using a wheel. For the second design, I gained inspiration from multiple sources. The first is the initial shape and movement of the robot. This was based on the robot EVE from the movie Walle and the fact the robot floats around and because of this only has a torso. To appeal to the theme of the game I wanted the design to feel like it was ancient and survived for centuries and I did this by designing the head to appear more like ancient armor which had been modified with cables and antennas to work as the helmet.

Looking back at this work that I created I realize that another method I could have used to create the robot would have been Paradolia since this would give me unique shapes that have not be seen before.  My next step with these designs will be to take them into photoshop and create multiple different variants of the textured robots.

 

Environment Props and Objects

For this task, I needed to come up with objects that would be in the interior and exterior of my environments. I did this by creating a list of common items that would be associated with these players or left there by other people. Once the list was compiled I then choose a couple of items from the list and began to design them.

Firstly I started with the beer jug and created a variety of unique designs that were recognizable as a form of liquid holder. I did this by making it so that the designs were rounded at the top to show that they were hollow. I used contour lines to do this as well.

After this, I then moved on to the broom as this is another common object which would be seen in a tavern. These designs all looked fairly similar, each having a stick and a brush on the hand. However, I changed the shape of the stick, adding extra handles on different designs, and also changed the type of brush on the end.

I then decided to develop one of the objects from the Aztec exterior and decided to do a dead fish. This is a prop as the fish is dead and the player can interact with it. Because this is a creature I wanted a unique design, therefore, I used paradolia. After creating a couple of designs I could see a few which could be further developed.