Vehicle Design Project
Creating A Bridge
Pride and Joy
Creating and Inventory
Anatomy and Portrait
Game Models and Ludic Loop
Children’s Book Adaptation
Mobile Game Concepts
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.
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
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
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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.