Monday 31 October 2016

Character Modelling

I modeled the main character for our game. Here is a screenshot of him.


I combined both Sam's and Jonathan's concept designs while also sticking to the brief. The story involves a stern police detective so I wanted to integrate that into the design by making him look stiff and sturdy. I made the character's techy bits look like analog computers which is the 80s vision of the future. I also made the lights colourful because it's neon. Neon is colourful and is a big part of the 80s tech brief. I designed it to look similar to Daft Punk. The visor is also made to look like police lights. I think it suits the game even though it's colourful. It's a good contrast from the purple scene of the game while still also mixing with the whole 80s vibe. There would be a purple overlay anyways and that would give a purple tint to the colours. Even though he's wearing dark clothing, I don't think it clashes with it. It's just a uniform and also he doesn't need to be very stealthy because he is a police officer. For the hand bits, I designed in a way that the neon lights can be shown to measure how much neon/noir the character has when he extends his arms to collect/project energy. 

Here's a turnaround for the main character. 


Tuesday 4 October 2016

Modelling and Texturing




I modeled both of the environment assets that I drew. The door just opens to the side. For the generator, I made two spinning turbines. One is big, one is made up of smaller pieces. They rotate on different directions and the bigger one rotates slowly. 




I UV mapped both of them and applied texture to them to make them look hand drawn. I wanted to make it look like they're from a gritty graphic novel which fits the genre of the game. But I realized that this is too work extensive to do in the time allotted for us to complete the game. It was still fun to try it out though. 



So I just did solid colours on them and they still look cool. It stiill fits the genre and fits the 80s and art deco aspect of our game.

Design Process


These are the thumbnails I started with. I circled the ones I really liked. My objective for the environment assets is to make them with basic shapes because we wanted the assets to be low poly to fit the aesthetic we're going for. Clear silhouettes and edged shapes to reflect art deco. 


This is a coloured concept for the access door. I wanted to make it look 80s. I made a retro sci fi access panel to make it look so. The door would also slide on the side when it opens. The lights are there to indicate that it uses neon energy. 


This the coloured concept for the generator that my teammates picked. I wanted to make it look like a turbine kind of generator wherein the energy circulates kinda like an arc reactor.