At first when I formed with my group we didn't have a clear way
that we wanted to go. But as we started throwing ideas around we started to
gain a clear direction that we wanted to go in. we listed words and genres to
see what we liked but didn't really want to do again. After a while we came up
with a seemingly complex idea but was pretty much simpler than on paper.
We started with
the word tribal, thinking about ancient cultures such as; Aztec, Inca and
Egyptian. But not wanting to conform entirely to a specific culture we knew we
needed to add something more. As we were listing the Genres that we liked, some
of the genres didn't quite fit what we are trying to achieve but in the end we
decided on Science Fiction. Now that we had the basics, the next stage was to
form the concepts of how we played, the level and what the story would be like.
For this project I
am the environment artist and my team gained an impression for what we wanted
the area to be like and that would be that the player is placed in a cave. And
as you travel deeper into the cave the more science fiction is brought out. I
stared by designing the entrances to the cave and with Aztec culture in mind as
at the beginning of the game is more tribal themed.
Mind map caves;
These images help set up the general aspect of what environment
should be like even though the style that we are going for is possibly going to
be more stylized.
Sketches;
They are only
simple and not that well detailed. The concept has become fully formed as to
what are area is like. It is a simple area that as the character gets further
down towards the centre of the earth the more machinery and sci fi is brought
out. Over all the planet itself is actually a space craft that has formed a
gravitational pull with other planets, and formed life on the outer side of the
ship.
Maps 1,2,3
The second idea too large for time frame
What I have done to the maps are creating
a system to show which level you are on;
0: Below ground
1: Ground level
2: Second level
3: Third level
This show the platform aspect to the game.
Progress of the Grey
box;
The images below show the prepossession of
the level being built as the character controls are being built in another
stage at the moment.
The images above show the mas and design
of the whole level at two viewpoints in smoothed mode to show it in a higher
poly.
The viewpoints where character would be
the lower images though are showing the higher poly on the left and the lower
poly on the right.
The cave size is quite large as certain
areas needed to be enlarged.
The image below is of the cave fully
finished a few more areas need to be upped in the poly-count as to create a
more smooth finish in some areas.
What the area below will contain is a
tree, the platforms and now with the idea of making the game completely stealth
based bridges will be added as well. Next stage is to make the tree. I have to
think more about the area that we are in as well as the story states the cave
and world is technology based. So I have to think about the structure of all
the rest of the environment.
The Platforms;

This is the basic platform as these are what move and make
up the whole level in a way.

The bridge is made up of the same rock where only the size of the smaller rocks are changes. Flipping the smaller stone bits I created a barrier as to not fall off that would link to the bar.
The Rock tree;

The wall are simple if a path that the character needs to
follow the rock walls would aid in that effect. They are simple and easy way to
make a path.
Spikes;
The design I wanted to keep simple as they are hardly seen. I
only change the angle of some of them as well as the height as to create
verity, so that they don't all look the same/
The Level;
The images below are the level at the point without the platforms in side;
Outside;
All are still simple at this stage.
I am the environment artist, but i have done no texturing, my
contribution was towards the design, layout of the level and lighting. The
texturing was done by Matt.
Sorting out the layout was to mainly focus on the two main parts
the fire and the platforming. The image below was the staring of the layout for the platforming
section.
The orbs were all supposed to have a glow, we added bloom to the
camera first but found that it effected all the lights. Which is what we didn't
want. it made the spot lights to bright and created a negative effect.so what i
did was on the orbs in the prefabs I added an area light as to make them all
have a slight glow.
But in the end it gave the effect that we
wanted for the game. The orbs are what guide the player to the next are so I
wanted to get it right.
The images below are final looks of the
game without our character in the game yet. Clear views of the layouts. The
only issues are the UV maps on the rock tree and a certain are in the cave. But
for unknown reasons to me they are UV mapped but they won’t change in unity.
For the tree I am going to re-import it after I have fixed the UV maps in unity.
the bark texture is what we choose in the end as it is what looked the best.
The last stage was fixing the rock tree and last night was long as certain aspects made me confused and stressed. But after adding all the leaves, and sorting out my UV's.
next was placing it in unity and figuring out what texture was best.
the bark texture is what we choose in the end as it is what looked the best.
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