Showing posts with label pro studio interactive. Show all posts
Showing posts with label pro studio interactive. Show all posts

Monday, 28 November 2016

29/11/16 - Production Studio (Interactive) - Splash Screen

So yesterday Ethan had me work on creating a splash screen for the game, along with a level complete and game over screen. I'm not going to upload all of the variants, because those mostly tie into options for different key bindings, but these were pretty easy and fun to put together.




Tuesday, 22 November 2016

Monday, 21 November 2016

22/11/16 - Production Studio (Interactive) - Character Animation (Update)

Falling
Running

Idle

Jumping
Landing


 Character animations are done!
I actually had these more or less completed on Friday, but I needed to do a few small tweaks and it took a little to gif these, since to start I forgot to add lighting when I rendered them all out. We're not sure if we're going to get these actually implemented into the game in time, but I'm pretty proud of these, really. If I'd change anything, I might make the idle a bit more noticable - I was going for a subtle breathing effect, but maybe it's a little too subtle.

Thursday, 17 November 2016

18/11/16 - Production Studio (Interactive) - Character Animation

And we have motion! I've been fairly stubbornly chipping away at the character animations - so far run/walk, idle and jump are for the most part done - jump I'm a little unsure on, due to not entirely knowing if I need to split that into three parts or not yet, so we're tossing around a few versions while I figure that out.

I can't really show you many of them yet, but there's a hint of what the run loop looks like - however since making this gif, Ethan showed me a neat trick to make the model look even more lowpoly and faceted, so I'll hopefully get a few more gifs made next week, so I can actually display my work. We also need to actually implement these into the game  - something we don't actually know how to do yet.

Monday, 7 November 2016

08/11/16 - Production Studio (Interactive) - Character Model (Update 2)

So over the last week I've been working on textures!
It's taken a lot of revisions and fussing because Maya wasn't cooperating the way I wanted it to, and I wound up just using the automatic texture map, but it's come out fine.







I also started on the character rig today, and hopefully I'll get that completed tomorrow, so I can get onto working on the character's actual animations.

Sunday, 30 October 2016

30/10/16 - Production Studio (Interactive) - Character Model (Update)

Guess who's got two thumbs and totally forgot to put updates on the progress of the model on here? This kid.

So in update - the model's complete!
Now it's onto rigging, texturing and uv's, and then animating.
All the stages I'm not at all good with. We'll see how this goes.





Tuesday, 25 October 2016

26/10/16 - Production Studio (Interactive) - Character Model

As mentioned in the prior post, I've been assigned the task of creating the player character model.
Which makes sense, seeing as it was my design that wound up chosen as the final character design?

I've been getting there, slowly. I'm really hoping to try have this finished up tomorrow, since the main body of it is currently complete, but I still need to finish the coat, the face and hair, and the hat.






26/10/16 - Production Studio (Interactive) - World Building

Guess who'd pretty much forgotten that this was a thing that still needed updating?
Yeah.

So lately I've been working on the character model, and helping Ethan out with building the level in 3D, by roughing out concepts of how each area might look in terms of tree placement, lighting, colours etc.

I've done three areas, including the base beach, the jungle/forest, and the cave.






I also worked out that for the placement of objects outside of the path, the world should be broken down into four lanes (with a fifth coming into play for the forest/jungle).



In all areas, lanes C and D would be the player lanes, with the character centred along the dotted line, leaving lanes B and E for background and foreground objects respectively. When entering the jungle, the map would slowly extend out a fifth lane (A), which would create space in which to place a second lane of trees.
Potentially along the dotted line of A, for all maps, we may have an illustrated background to represent the distance, to save on modelling and time.

Saturday, 1 October 2016

01/10/16 - Production Studio (Interactive) - Prop (Part 4)

We have models! Or a model.

3D is happening, which is saying something since I still don't understand or know what to do with the newest version of Maya.






Friday, 30 September 2016

30/09/16 - Production Studio (Interactive) - Prop (Part 3)





Not a 3D model, yet, but I figured before I got cracked into that I'd start on a rough turnaround of the cannon, for demonstrative and reference purposes. Also polished up the concept of the bird, as my secondary concept.
Could I have edited this onto my last post since they're done in the same day effectively? Sure. Am I gonna? Nah.

30/09/16 - Production Studio (Interactive) - Prop (Part 2)












Cannon concept has been refined, and a 3D model of it is in the works (will upload that later). I also elected to tweak the chest concept and simplify it, as well as added a rough tree concept - maybe it could be shaken and have the coconuts fall and be used as cannonballs, or something. Alternately it could just move in the background as if with the wind, to make the scene feel more realistic.  I also added a concept for a small bird, that might be seen hopping around and pecking at things in the background.

Sunday, 25 September 2016

26/09/16 - Production Studio (Interactive) - Prop

Blogger stubbornly didn't want to let me upload concepts for my prop, but finally, here we are.
I roughed out two different props to start (ignore the fact that the first cannon colour concept isn't completed) - a cannon and a treasure chest.

 I decided that the cannon would be the prop I chose to model, so here's an extra more refined front and side view sketch.


Thursday, 25 August 2016

26/08/16 - Production Studio: Interactive - Narrative Development

For our current assessment I've teamed up with Ethan and both Michelle's to produce a game level.

To start with brainstorming, we used boardgamizer.com, and generated themes until we found one we liked - which wound up being a pirate themed quest for booty.

So far, I've sketched out four variations of character with which to make colour concepts for.

  I produced a fair handful of colour concepts from these four, and then pitched these to the rest of my group, so that I could pick a final concept with which to both create a turn around of, and trial in the actual style we want to use with the game (which so far is planned to be a low poly 3D).
 This one garnered the most votes out of the options, so I plan to draw a turn around for it this weekend.

We also needed to produce a world/environment concept, so I roughed out this - a simple demonstration of how the environment might progress through the level.
I still want to tweak the colours of this somewhat, but I like the idea of the progression from tropic beach, to deeper, swampier forest, and then into a deep cave for the end of the level.


Thursday, 18 August 2016

18/08/16 - Production Studio: Interactive - Intro To Unity

So we had to recreate this photo:


In Unity. 
I gave it a decent shot, but some angles were hard to accomplish in a fully 3D space, as well as some initial 'but wait, there're arches in this image!'.




After completing it, we were supposed to create lighting and give the scene a mood - which I struggled with a little, not really having the hang of lighting yet, but I made an attempt.


And then promptly saved this all as a draft over posting it. Oops?

Tuesday, 9 August 2016

9/08/16 - Production Studio: Interactive - Environment Concepts

We had to do environment concepts for a horror game. All of the concepts had to include what I think is a children's rattle, and a sunflower.

I think I got that but I'm tired so here you go.