Creative Futures Summary Post: Semester 2

Vehicle Design Project

The brief

Michael Tschernjajew Research

Atomhawk Research

Todd Marshall Research

Vehicle Research

Initial Sketches

Developed Ideas

Physical Model

Final Vehicle

Creating A Bridge

The Brief

Pattern Language

Bridge Research

Concept Art Research

Lasso Technique

Initial Sketches

Lasso and Photobash

Final Bridge

Presentation

Bridge and Printer

Experimenting and Rendering

The Boxer

Full project

Boxer Environment

Pride and Joy

Full Project

 

Creating and Inventory

Full Project

Anatomy and Portrait

Human Anatomy

Portraits

 

 

Introduction to Games Design Summary Post: Semester 2

Game Models and Ludic Loop

Game Models 

Ludic Loop

Children’s Book Adaptation

The Brief

Initial Ideas

Concept Art Research

Ideas

Environment Sketches

Character Weapons

Heads Up Display

Developed Environments and Game Cover

Animatic

 

Mobile Game Concepts

Group Game

Individual Game

Source Control

Source Control

Rabbit Heart

Character Concept

Game Testing

Test 1

Test 2

 

 

 

3D Realisation: Summary Post

Artist Research

Beginning the 3D model module I looked at three different Environment artists that have worked on a range of games. When researching I looked for examples of their work including the topology and the different maps of the models.

Artist 1

Artist 2

Artist 3

Real Life Models

To get a feel for the 3D model we had the task of creating a 3D sculpture using different materials. I decided to build a house using mainly craft foam and paper. I also did a similar thing with helmets. Using templates that I had created I made helmets which benefitted me when going to make them in 3Ds Max

Helmet

House Sculpture

3DS Max Basics

Starting to use 3DS max we learned the basics and followed instructions on how to turn a basic box into what looks like a crate

Learning 3DS Max

Topology

After learning the basics we began to venture into Topology. This shows the edge flow the model. This means that if the topology is good the model will be clearly visible when in wireframe view. To practice this we took pictures from the internet, one of a celebrity, and one of a boat. I created the topology using photoshop as it was good practice for when it came to the real thing.

Topology Research

Topology Practice

Textures

Since all models have to textured so that they show what material they are made out of, we began creating textures in photoshop. We did this by going out with a camera and taking pictures of multiple different surfaces. We then took the pictures into photoshop ready for editing. What we had to do was make them ‘seamless’ meaning that when two of the same image are placed next to each other, the middle lines can not be seen.

Beginning to Texture

Further Texturing

Virtual Reality

Virtual Reality is a new and the most immersive way of playing video games. We had the chance to use the HTC Vive however for designing rather than playing. This allowed more control to the user and a better view of the model that we were creating.

Virtual Reality

Weapon, Armor, and Cart

After learning all of the basics we were given the task of modeling a simple cart that was based on a piece of concept art that we were given. After this, we then had to design a shield from a concept to go with it. These helped improve our 3D skills before our next task. This next task was to also go with these props and this was to design multiple pieces of armor and weapons in our sketchbooks and then actually designs them in 3DS Max

Cart

Shield

Weapons

Armor and Quiver

Christmas Cracker

The final task for the 3D module was to create a 3D model that was related to Christmas. For my model, I decided to create a Christmas cracker as this allowed me to create two versions, one open with a present out of it, and one closed. This allowed me to quickly design on the spot without any design work to base it on. Improving my knowledge of the 3D software.

Christmas Cracker

Final 3D Model

With all the weapons and armor that I had made, I decided to add them all into one environment. This would give a realistic aspect to the environment as the weapons would lean against the cart and be laid down on the floor. IT also makes sure everything is the correct scale and gives the viewer a chance to see all the props that I created in one image.

Final Props

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