Showing posts with label Production Interactive. Show all posts
Showing posts with label Production Interactive. Show all posts

Wednesday, 30 November 2016

Production Interactive - Game Design

Production : Interactive
Game Design

I was asked to draw various cloud designs for the background as well as try to find some background music for the game. 
For the music, I tried searching for some royalty free music and came across a few sounds but I'm not sure at this stage whether we have time to put it into the game or not. I tried my best looking for a nice tropical island type of sound but it is not that easy to find.

Edited:
The game is using the track Steppin' Out sourced from a royalty free site at
http://www.purple-planet.com/jazz/4583971402

The clouds will be layered to have a similar parallax effect as the trees and cave background. 
These are the cloud designs I drew up in Photoshop:

A set of 4 small clouds

2 large clouds

A cluster of 4 clouds

2 Large fluffy clouds






Sunday, 20 November 2016

Production Interactive - Game Design

Production : Interactive
Game Design

I've finished the background for the jungle area and its looking alright so far. 
After getting the correct dimensions for the canvas I resized previously drawn trees and adjusted composition of layout before exporting the separate layers as targa files.


It is quite long compared to my previous concept so to save time I duplicated the same set of trees and moved them around until I liked how the arrangement look. I would then go through the other tree layers to compare its whole look as a composition. I was later told though that it wasn't necessary  to draw the 3 layers of trees at differing heights because once placed into Unity the program could of easily done all the depth perception simple by placing layers closer or further apart.


The finished background:

I'm in the process of cleaning up the background layers for the cave and after I'll need to export each separate layer as a targa then have it placed into the game.


Sunday, 13 November 2016

Production Interactive - Game Design

Production:Interactive
Game Design

I'm in charge of drawing up the backgrounds for my groups game. It's going to have separate layers to it so that if needed we can move one individual part of the background. 


In the photo above are concepts for the jungle and cave environment. 


For the cave we thought it would be cool and give the game more depth if there were open areas of the cave so you could see deeper into the background. In the very back of the picture I painted in a view of the ocean so it looked as if you could see out into the horizon. 


I've got here 2 versions of the jungle environment. I added in clouds and changed the position of the trees in the last picture because I thought the arrangement of the trees look more aesthetically pleasing. 

I'm still on the fence about the clouds as the look nice but I'm questioning whether it will look nice with the rest of the game pieces. This is something I'll need to discuss with my group about. 


Monday, 31 October 2016

Production Interactive - Game Design

Production:Interactive
Game Design



Haven't been updating blog in a while, but this is a level design I did a few weeks back. This is an idea I had for how the level could play out. First is the beach stage which will have obstacles such as barrels to which the player will need to jump over. This is to help introduce the jump mechanic of the game and because the beach stage is quite flat it helps introduce the run mechanic, so the level eases the player into the general control of the game. From there enemies are introduced into the level. Some enemies will need to be jumped on to knock out or dodge such as the crab on the beach and boar in the jungle. The empty squares throughout the level represent the collectable asset that will be used at the end of the games level. I think the group decided it was gunpowder for the canon at the end. After the jungle stage, to get to the cave the player will have to travel on top of lily pads which are the moving platforms in the game. In the cave will be a canon which the player will need to activate with all the collected gun powder in order to blast through the wall and proceed to the last part of the game. The last part is where the character will encounter the main boss. Dialogue will appear at this part and I'm not completely sure what will be said or how the game will end as of yet.



I drew up a few concepts of extra assets that'll appear in the game. Barrels or crates for the player to jump over and or for enemies to hide behind. Lily pads or logs as moving platforms to help the player travel over water. Shape exploration was my main focus with the concepts as I looked at existing pictures to create an idea of what would look best  in the game. 

Monday, 10 October 2016

Production Interactive - Environmental Asset

Production:Interactive
-Environmental Asset-





Finished model of the chest asset. I decided to keep the shape very simple and basic so it was easier to model. 
Its basic action is opening and then closing.
The inside is lined with a red lambert to replicate a velvet-like inside.
I'm still unsure whether it should have anything inside it or not like gold or just keep it empty.

Tuesday, 4 October 2016

Production Interactive - Environmental Game Asset


Production:Interactive 
 -Environmental Game Asset-

I'm currently finishing up the 2 digital polished concepts for the game asset. The palm tree on the left is almost finished I just need to draw its intended motion which will be the leaves swaying. The chest is done showing its animated motion of opening and closing.

I intend to model build the chest.  My first challenge was remembering how to work the program MAYA while trying to build the chest.
 
I created an orthographic of the chest to help me begin modelling it so I could get the shape near exact. Apparently the way I started building was going to give me problems later on so with the help from another classmate they showed me an easier route so I could later implement it myself. I still have trouble remembering where things are in Maya but I think I got the gist of what was being taught to me.


The finishing before animating it opening and closing. I added flat colours to the chest because it was simple and fit the simple aesthetic of the game design. I don't have an image of the interior of the chest but I made it hollow and then gave the inner faces a red lambert material for a velvet like interior. 

Sunday, 2 October 2016

Production Interactive - Environmental Game Asset


Production:Interactive 
 -Environmental Game Asset-



I researched different styles of tropical trees so I could get a feel for variation in shape when drawing up silhouette concepts. I experimented with different leaf shapes and trunk direction. The animated part of the asset will be the leaves swaying side to side. 




Here I was looking at a small treasure chest that could appear in the game. Its animated motion would be it opening and closing. I gathered inspiration for possible styles and how it would look if it were modelled. I want to keep it quite simple so it's easier to model and fit the games simple low-poly style.



In the game we planned a part where the player travels through a cave so I did a concept of water dripping from a forming stalactite. 

From here I will select 2 concepts and develop them until polished with colour and move to modelling and animating the asset. 
The 2 concepts I want to polish will most likely be the tree and the chest as I wouldn't know how to create a water drop effect. 

This will be a stressing week but I hope to get a model done with animation and added to the groups scene. It's quite difficult when you don't have the programme at home but I will try and hopefully I remember how to use Maya :)

Tuesday, 30 August 2016

Production Interactive - Narrative and Stylistic Development


Production:Interactive
-Narrative and Stylistic-

Concepts


Pirate character concept

The idea for the character is a stereotypical pirate. I tried to use the common signifiers for a common pirate such as the hat style, peg leg, hook hand, eye patch etc. 



Environment concept

For the environment, as a group we decided on having it move into 3 distinct zones that differed in colour scheme and obstacles. I haven't plotted any obstacles or traps in my environment concept. I was more focused on the flow from one zone into the other. I did play around with adding some pitfalls though. The general idea for my concept was that it starts with a wrecked ship on the beach that travels to a dark cavern which then leads to a ruin-like environment and at the end a body of water which holds the main antagonist.


Saturday, 13 August 2016

Production Interactive - Environment


Production: Interactive

Environment - Horror


I don't have a story for the scene. 
In the image itself though it lacks any form of horror-esque lighting because I'm not sure how to go about doing it. There is a crudely drawn cot in the corner of the room next to a sunflower, signifying that this is most likely a nursery. The sunflower for some reason has a large blood splatter in the centre to which the blood drips down the wall. The drip trail leads down to a rattle which also has blood but next to it there also are small handprints. Handprints that are similar size to a baby's. If you look closely at the window there is also a vague silhouette of someone. 


Wednesday, 10 August 2016

Production Interactive - Hypertext - Steampunk


Production: Interactive

Hypertext

Task:
Create a steampunk device.


Hover boots!
Air is suctioned in then circulated through the pipes that wrap around the boots. It is then forced out through the holes on the sole. 

I haven't really planned out how it works that thoroughly but my general idea for how it activates and deactivates is determined by tilt. i.e. tilting forward slightly activates it whereas tilting back till you're sitting on the heel area deactivates it.

Also with additional compass wrist band with stylish lace.

Monday, 8 August 2016

Production Interactive - Hypertext - Letter


Production: Interactive

Hypertext

Task:
To Visually design a tome.


It's an old letter written by characters from my game idea 'Mercenary'. The letter is handwritten to have a more authentic feel to it rather than a typed up version. (Although a typed up version will be displayed since the handwriting is most likely hard to read.)

The contents of the letter itself is from an older sister to her younger sister. The older sister is leaving, ultimately running away and deserting, in order to fulfil her dream of freedom. She's apologetic to her sister and loves her dearly but clearly not enough to remain "bound by the crest and crown".

Production Interactive - Hypertext - Weapon


Production: Interactive 

Hypertext

Task:
"Visually design a weapon of your choice and create stats and some flavour text supporting the look of your item."


The weapon is part of my last semester game idea 'Mercenary'. It's a cursed weapon thats hard to come by within the world. Its one out of nine other weapons crafted with the imbued power of the nine tailed fox.

For the colour and overall look of the whip I had to think about it for a bit. The name is subject to change so the current name is only a place holder until I think of something more fitting. 
The colour of the whip, since it's supposedly made from the foxes actual tail I thought it should reflect what my idea of it would be. I had the idea of blue toned silver fur with a slight lilac shimmer. 
A serene and magical colour palette that held power in its shape and form.