Friday, June 27, 2014

RAW Canberra Comminque Artist Showcase



On July 30 I will be at the above event, If you'll be canberra that evening I can imagine no greater time than to come in and check out the work of artists across several disciplines, including music, makeup, photography, hair, fashion, film, art and performing art.  Its bound to be a great creative environment, full of inspiration.

More information: http://www.rawartists.org/canberra/communique

If you are interested in going I would love your support when purchasing your ticket ($15):
http://www.rawartists.org/canberra/communique/?artist=219582

Also feel free to join my event on facebook:
https://www.facebook.com/events/539517872818989/

I'll keep this blog updated as to work in progress for the art for this showcase...

Hope to see you at the show :)


Monday, June 23, 2014

Prototyping Week 1

So last week we were working in a team to prototype a quick game,  we ended up working on an infinite runner type game where you play a werewolf that having escaped from a mad scientist (that made you into the lycanthrope) needs to get home before the moon makes him change completely.

My responsibility in the assignment was to create the base environment, a basic road, street, and a window and door that could be used across the scene.



Original idea was set in sydney, and we decided for this prototype to set in an alley way so I started with collecting reference images of sydney alley ways and as we were going for a cartoony style a number of Cartoon streets, and alleys.  I then concepted out a few designs:



I then went to work modelling each of the assets:



This is what I had at the end of the first day, with some exploritory textures for the road.

As I got to the end of the day I thought that an even more modular approach may be better considering the short time frame, and thought a tiling texture which could be applied to rectanglar pieces that could be snapped together.  With that in mind I worked on the textures overnight:
Glass:
 Alley Road
 Street
 Wall Brick
 Wood

And on the following day finished work unwrapping and finalising the textures, as well as creating normal maps for each ending up with these for the door and window design:

I also put together a test environment so that we could see what it looked like in game:


That night I diversified the colour textures so that there was some variation in the level, and then as we had decided to make the prototype a finite runner I extended the road and redid the buildings:







The last day was spent with some final tweaking and then getting the final level into unity and to the rest of the group.  The build was finalised this morning and presented to the class, I will attempt to get a web build of it up shortly.

Tuesday, June 10, 2014

Interactive Gameplay Model Assessment

Here is the collection of links meeting the assessment Criteria

Portfolio of Reference, Concept and Planning

Presentation Render

Topology Render

Maya Submission (Found in assessment drive)

Engine Based Animation Blending

Post-Mortem

GUI Example

Interactive Gameplay Model Assessment 006 - GUI Example

And finally here is the GUI Example in Unity Webplayer:



Interactive Gameplay Model Assessment 005 - Post-Mortem

Here is the comparison image with the Concept and final model




Interactive Gameplay Model Assessment 004 - Engine Based Animation

Here is the video of the in engine animation:


Interactive Gameplay Model Assessment 003 - Topology Render

Render showing Topology


Interactive Gameplay Model Assessment 002 - Presentation Render

Here is the presentation renders:

Turntable:


Render:


Interactive Gameplay Model Assessment 001 - Portfolio of Reference, Concept and Planning

Here is the evidence of reference, concept and planning for the interactive gameplay model assignment:

1. Description:

Name: Sveta
Age: 23
Gender: Female
Weight: 65kg
Height: 173cm
Heritage: Sveta's Heritage is Russian although she didn't grow up there, her grandfather immigrated to England, and she was born there, but the have remained strong to their roots.
Primary Skills: Sniper Rifle, Stealth, Hunting/Survival
Secondary Skills: Pistols, Knives, basic hand to hand and boxing, crossbow.
Disposition: Cold, prefers solitude and the company of animals, very slow to form friendships, but even on those rare occasions she remains stiff and formal.
Weapons:  Sniper Rifle, Competition Pistol, Colt 1911 pistol, 1 combat knife, 3 throwing knives.   She also has a crossbow that she uses exclusively for hunting.

Description:  Sveta's family had a long military tradition in Russia, a tradition that her father continued once being relocated to England and naturalised as a British citizen, due to this they moved around a lot and Sveta found it increasingly difficult to make friends.  She shared a strong bond with her mother, and when she died in an accident when Sveta was only 10, Sveta has never really recovered from her grief and could only find peace when out in the wilderness.  Her father who was almost always distant himself, wasn't exactly sure what how to handle a little girl, but now being solely responsible for her, treated her in the only way he really knew and that was as a soldier.

By the time she was 13 she was winning awards for marksmanship and by the time she was 17 at her father's encouragement she enlisted and trained to be a sniper.  Since the Apocalypse she has had to adjust her skills to the underground.

She has exceptionally good long range eyesight, but not so good short vision and requires glasses to be able to read.

2. Collection of Reference Images:


3. Concept Portfolio
Thumbnail:


Silhouette:



Value:



Orthigraphic:



Colour:




Additional Concepting: http://balenart.blogspot.com.au/2014/04/character-concepting-part-2-sveta.html