Friday, November 28, 2014

3D: Workshop Progress

Ok!! Now that I've fleshed out my concept for DFG, it's time to turn it into a space! My teammates are all working on other aspects of the restaurant; we've got a kitchen and two dining spaces besides my lounge. I'm working on trying to make my space feel intimate and cozy, as a lounge should be! Here's a few of my development stages:
STEP ONE: GREYBOXING
Working from my DFA concept of a lounge in space, we begin putting things in place to ensure the scale and relation of objects makes sense!



STEP TWO: PLACEHOLDER TEXTURES
Also known as the 51.3% crit, this is where we're expected to have everything all sorted out in regards to modelling and have some idea of where we're going with textures. I really like how Brittany's ceilings look in my space, so I'm going to keep them. The space texture is, similarly, a placeholder (spaceholder?) as I'm in charge of making the final skybox.




STEP THREE: POLISH CRIT 
Critskis! Essentially a fake final crit, this is where we get some final polish notes before final submissions. I've made a lot of changes, notably the wall textures: I thought changing them to a darker material would help intimize the space. The only issue is I have to bring a lot more light into this space now, to mitigate the darkness!




One of the issues Marty had with this place was that he was worried the stained glass would not be my work. Well, fear not Marty! I redid Alfons Mucha's Les Printemps to star myself and my teammates!

I'm pretty proud of these, myself. But I have a long way to go still! Lots of adjustments that still need to be made.

Tuesday, November 18, 2014

DA: Space Lounge

Here's a bit of a post-mortem from my latest Drawing for Game Design class! The idea was to design a workshop space, something where the use was clearly articulated through props and layout. I decided to group up with some friends of mine and design an Art Nouveau-style restaurant set in space. I thought the juxtaposition of sumptuous turn-of-the-century frills to the austere necessity of sci fi was a fun thing to play around with! I got the lounge, where you would go before or after dinner to wait for your reservation, drink aperitifs, play chess, read newspapers, and hold more intimate meetings in the little alcoves.


Now to take this into 3D!

Monday, November 17, 2014

GD: True Flight Trailer

As promised, here's the animatic trailer for True Flight! If I were to make this game my thesis, this would be the kind of trailer I might be producing down the line... But I don't think I'd like to work on this project for a year-long tenure. I didn't give myself enough workable environments to mess around in, and it just wouldn't be inspiring for a portfolio! Nonetheless, I had a lot of fun building this flying game from the ground up, including pick-ups and obstacles. I hope you enjoy!


Thursday, November 6, 2014

GD: Camera Movement Analysis

Ok, so it's not a camera movement per se, but an editing style I'd love to emulate for my next trailer would be that of Satoshi Kon. Every Frame a Painting does an excellent break down of his work:
Considering that the game we're making next, a 6-person team Boss Battle, takes place in a mutable mind environment, Satoshi Kon's editing style would fit perfectly with the abstract and dreamlike world that we're presenting. His match cuts create such a sense of wonder and fantasy in his work, I'd love to be able to emulate even a fraction of that in my trailer.