Showing posts with label game dev. Show all posts
Showing posts with label game dev. Show all posts

Monday, October 4, 2010

HUD from Saga



Sadly we almost had a fully functioning version of this, but it didn't quite make it into the game. Above is when the Utility power is fully charged or when it is completely uncharged. Would have had some sweet fade-in of the glowing red dragon as the player gained charge in addition to each button becoming highlighted.

Friday, April 16, 2010

Splitter Concept Art follow up and level design

Re-imagining of the splitter enemy. Head and beak connection needs to be improved, but attack animation with the massive arm fat should be excellent. Probably will go with two arms instead of four for a little bit more ease on the part of our animator.

Also I think I've been playing too much God of War. Not sure if this is good or bad for our game design haha.

Tuesday, April 13, 2010

Creating normal maps in Mudbox


At first I dreaded the idea of learning Mudbox or Zbrush for the semester long project I'm working on for Game Development 2; normally I find that picking up new software in the middle of a project doesn't make sense because the time commitment to learn how to use the software effectively is too big. Mudbox, however, was extremely easy to pick up, primarily because of how intuitive it was to use. While there are definitely aspects of this model that could use some improvement, it was a great first experience in the program.

I quickly threw together some comparison screenshots:



I found that really over exaggerating the muscles helped when bringing the model back into Maya and eventually into the Unreal Developers Kit, where they lose a little bit of the detail seen in Mudbox. Regardless, I could use a better reference for the back muscles in particular.

The diffuse texture maps were created entirely in Photoshop.

Tuesday, March 16, 2010

Barbarian and Splitter Concept Art





Top Image: Basic "splitter" enemy; larger versions split into smaller ones and they only have a basic melee attack. Second image is level concept art, mostly aimed at a sense of perspective and color theme. Last two images are for the brawler/barbarian. Ultimately ended up using a mutated deer skull for a helmet and a larger weapon

Monday, March 1, 2010

Game Dev II - moar concepts




First is a study of the chick's dragon hand things, skull study for barbarian's face plate, barbarian tattoo texturing possibilities, and backside study of dragon arm chick. No, her dress would not normally be this gossamer, but her body will be fully modeled underneath her clothing for the sake of accurate weight painting and such.

Also scanners in the library suck.

Friday, February 19, 2010

Game Dev II Concept Art





Some concept art for Game Development 2. Bottom two are playable characters.