Before any of my major projects from college start coming through I tended to just jump head first into anything without any idea of how I should lay things out before hand.
And considering I have a number of good projects, I find that some of them I got lucky on because I didn’t take the time to plan prior to development. Yesterday ‘Thursday 22nd’ I had an idea for the main menu and to also include the 3D artist on our team. So I then approached 3D & Project lead to present the Idea to them In relation to this, I was to get the concept piece from the 3D artist world which shown the temple Outside facing towards the camera. I thought to myself ‘I can use this environment as a menu’. Both Project & 3D lead gave me ways I can include this later on and also had Ideas of their own which I have jotted down. This would also include me and the 3D artist ‘Amy’ to collaborate in the creation of the menu.
This would mean going back on practices I used on the Don’t wake up game menu…
The environment being 3D and to either include specific objects as UI navigation or to instead Insert the buttons as 2D GUI in turn slightly adding Depth of field to the background so there is depth within the game scene.
This was the reason I mostly added the main menu flowchart in the first place.
The asset list has been updated for me to finish my individual production schedule and also to further add more to my contribution form.
Week 3 is in full swing and furthermore Pre-production is coming to an end thus making the next couple of weeks more hopeful in terms of actual development, also I have been practicing more of the controller mapping for the player and will now be focusing a little on the UI for maybe a pause menu or a simple starting menu.
Additionally, I have expanded the block out world according to the maps that have been provided by Project Lead. Furthermore, I have went of the plans to make sure how it will be visually presented in 3D space.
I’m here to explain about concept art, a very important process as it is the beginning of any idea. It strongly implies that the idea is visually possible to imagine and create just as characters are visually imagined by J.K Rowling.
My choice of concept art is from Bioware’s art director for dragon age inquisition Matthew Goldman, his work in my opinion shows immediate structure of his art and in addition; How he tells the story in his pieces.
This is a rare blog for me to write, and that’s because if you’re used to reading my blogs. It has been packed with subjects relating to my many years on game design at college.
Anyway, it’s about time I recap on how far I’ve come in since the first day on Level 2 Games design to the Next Gen games design course. The year is 2015 (definitely not a dramatic trailer intro), I come into college with an open mind and expecting to have a mind-set to someday create something cool.
I have many memories of coming to class and enjoying the roar of enthusiasm! Literally sometimes which was good but didn’t help with concentration to be honest and I’m sure that’s why the course asset requirements were a pair of headphones besides sound engineering.
This is partially linked in with the project that I’m working on in college, and its to do with the lighting.
Now other than, animations, textures, sfx etc. It’s nice to take into consideration lighting because it can drive the mood equivalently to other branches of aesthetics. I have some examples of what I mean and some technical how to’s, so let’s get started.
Lighting in my opinion can be done at the beginning of development during the blocking process to get a feel of how the game will look with lighting and as a positional placeholder in case you may want to edit lighting further or later into development.
Or leave lighting till later in the midst of development therefore you may get a sense of how it may affect textures or the idea of getting other assets out-of-the-way first such as environmental assets, scripting A.k.a ‘making the game work first’.
Firstly, I would like to start this blog by saying
‘This is not easy to explain, yet again what is…’
Here is some back story, since I’m tech lead A.k.a programming and all the complicated stuff. I’m required to research game flows and how to implement that into the project.
That also means finding a way to make sure that the player feels comfortable playing the game hence keeping all of the main building blocks of gameplay in mind, take Mario for example. When Nintendo make Mario, doesn’t matter how late the player is in joining the franchise they’re always eased into the game with a series of tutorial levels that just seem to be either subtle reminders or testing the waters lets say.
Now that lovely looking chap there is me… still on my placement and was in full swing of recapping my storyboard for my 2D project for an in-house client. And it’s to basically create a full animated ‘How to’ video which to everyone sounds easy.
Honestly, I now know how they do it so well.
It’s not just by simply creating a composition and getting on with it, it takes a little bit of prep before hand. And this is what I am doing in the photo.