Idea generator, team collaboration & planning for project: Temple Raid.

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.

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Quick draft of menu positioning

This would mean going back on practices I used on the Don’t wake up game menu…

Menu
Don’t WakeUp 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.

Start_Flow

The asset list has been updated for me to finish my individual production schedule and also to further add more to my contribution form.

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Synoptic Project: TEMPLE RAID – Week 3

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.

Unity_World
Blocked game world screenshot

Continue reading “Synoptic Project: TEMPLE RAID – Week 3”

Whats my opinion: An Artist Masterpiece.

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.

Goldman
Bioware’s Art Director ‘Matt Goldman’

 

 

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Continue reading “Whats my opinion: An Artist Masterpiece.”

3 years of studying Games Design: Part 1

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.

Continue reading “3 years of studying Games Design: Part 1”

Lighting in video games (Unity)

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’.

You choose…

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Synoptic Project ‘TEMPLE RAID’: Week 1

So we’ve finally started the Synoptic project A.k.a ‘Final Major Project’, and I have been chosen to work on the Temple Raid Game which was my first choice so I’m happy about that.

Let me fill you in about this project, it’s a Linear Puzzle Platformer that has a mix of Mayan, Aztec & Tiki Culture entwined within the visual aspect throughout the game play. Your objective is to simply move from A > B and find a ‘Mystical object’ at the end winning you the game.  Continue reading “Synoptic Project ‘TEMPLE RAID’: Week 1”

My pipeline of working on 3D models…

Coming to the last year of college I have come to think about how far ive came in terms of 3D modeling, from my first ever 3D barrel to an entire game filled with clusters of assets and they all in themselves help me progress further in my specialisation.

Over the past two months of making assets, my modeling development pipeline has become ever more structed in what application I carry my asset over to for further texture or modeling altercations.

Continue reading “My pipeline of working on 3D models…”