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Showing posts from February, 2021

Grey Boxing : Pro Builder

Now in Orange I used the unity package Pro Builder I grey boxed out my level concept. By doing this I realised that the vertical nature of the level I had chosen would not work the way I wanted to. The sightlines from this level were severely obscured and the nature of being in buildings like this would mean I would need to create a whole bunch of objects I am not currently prepared to. So I will redraw my level.

3D Exploration Game : Texture Exploration

  Licking the walls to access the quality of the textures I made some test images by combining images together to get different effects such as adding water damage to concrete and rust lines etc. I'm going to use this to create the textures ill use for the wall and floors of my environment.

3D Exploration Game : Mood and Texture Boards

Moody Boards I created a series of images to help conceptual the look and feel I want to capture from the text. Each image is inspired by some element of the text either a line or two or the greater setting of future London. The above image is inspired by ground-level London and the aesthetics of the streets and the below is the inspiration for the skyline and the horizon. This image is the 'overwhelming architecture' and 'aisle of Titanic buildings' from the text. I wanted to capture the emotion of looking up at towing buildings that loom over you in cities with skyscrapers. I was trying to create 'Gigantic globes of cool white light' hanging overhead. Combined with some of the other parts of the text it made me think of these street lights and stalactites. This image is 'a tracery of translucent material shut out the sky'. I tried to think of what London would have as a roof if it were to have one and this style of victoria glass and steel construction

Thumbnails sketches

  Not drawn on actual thumbnails. I made a series of thumbnail drawing to get ideas and to practise creating original concepts. For the top drawing, I relied too much on the line function of photoshop so I tried to create without using straight lines in the later images. Even here I can see the improvement from the first image to the later one.

3D Exploration Game : Map and Plan

There Be Monsters This is the first version of the walkable layout for my game. Each image is stacked on top of each other going from the top right to bottom left, with the first as the lowest level and the last being the highest. The gradient indicates slopes/how you access the other levels. the player moves in roughly a spiral going up hopefully reducing the chances of the player getting lost. The Green dot is the players start position and the orange dots indicate the NPC the player can talk to. The Grey Blocks indicate impassible walls or fences. My Goal with this layout is to give the player an interesting route through the level spiralling upwards. Allowing the player ample opportunity to view the surrounding areas from a high vantage point and experience a sense of danger from being so high up. There are also a few places for the player to backtrack or go into deadends, these should deepen the feeling of exploration. This route should also force the player to pass the NPCs, mean

3D Exploration Game : Importing Cities

Blender GIS BlenderGIS GitHub I found this video about Blender GIS which allows you to easily import map data from google bing and OSM into Blender. This creates not only the basic shapes of buildings and the layout of the map but also things like the elevation. With this, I hope I can create a large cityscape the player can see from the place space without the need for me to go in and individually model a bunch of building then place them. this should both save me a bunch of time but also create a far more interesting horizon than I could create using simple cubes.  The Building come in without any textures or UVs so I'm going to have to find a way you texture them that is quick and makes sense but given the distance from the player and the high chance, ill add fog or some effect that obscures the players view that should be relatively easy to accomplish.

3D Exploration Game : Pixel Portraits

How to Make Retro-Style RPG Portraits Using AI This is a video about making pixelated portraits from pictures in the style of old RPGs like Daggerfall . I definitely want to try using this technique to create portraits to illustrate who is speaking in speech bubbles or textboxes, as I feel this would greatly help with player comprehension and be a quick and easy way to make a bunch of very visually striking images. I'm thinking of using pictures of Victorians rather than fantasy characters to see if that creates an interesting aesthetic difference from what is normally associated with pixel art.  

Art and Design Exercises : Photo Mash

Do the Monster Mash! I photoshopped together a variety of images I was inspired by and this was the result. I love the overall feel of this image the textures it contains, the colours and the tones all do a great job of capturing the look of decay and retro-futurism. I'm going to section this image into smaller panels and construct thumbnails to give myself a jumping-off point for this project.

Art and Design Exercises : 1 and 2 Point Perspective

It's all a matter of perspective We did some perspective exercises by drawing a horizon line then adding a vanishing point. Connecting points to the vanishing point gives clear guides for creating perspective in the image.  To prevent distortion Simon suggested putting the vanishing points outside the borders of the image as this extra space would prevent you from getting to close to the vanishing point while still allowing you to fill the image completely. 

3D Exploration Game : When The Sleeper Wakes

Somebody forgot to set their alarm... The Text I have chosen to adapt, for the Art and Design Unit is When The Sleeper Wakes (WTSW), by H. G. Wells. I chose this based on the texts descriptions of large edifices and gossamer suspension bridges. This really got my imagination going and I have quite a few ideas I want to explore.  When The Sleeper Wakes, H. G. Wells  His first impression was of overwhelming architecture. The place into which he looked was an aisle of Titanic buildings, curving spaciously in either direction. Overhead mighty cantilevers sprang together across the huge width of the place, and a tracery of translucent material shut out the sky. Gigantic globes of cool white light shamed the pale sunbeams that filtered down through the girders and wires. Here and there a gossamer suspension bridge dotted with foot passengers flung across the chasm and the air was webbed with slender cables. A cliff of edifice hung above him, he perceived as he glanced upward, and the opposit

Art and Design Exercises : Influence Maps for Art Nouveau & Megalithic Architecture

Don't Nouveau and drive, kids. I created influence maps for Art Nouveau and Megalithic Architecture to show the hierarchy of influence different pieces in their respective genres have on the work I create. I'm going to create one for the When the Sleeper Wakes project to show the different places that