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Showing posts from March, 2025

Fridge Scene and Richie's room [WEEK 20]

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 3D Model - Here is the 3D model for the refrigerator scene on Tuesday, I reused the model I made for the kitchen scene so that everything would remain consistent and believable. The only changes i had to make was opening the fridge doors and stocking the fridge with some food. I kept it quite bare as the character will be covering most of the items in the fridge. From here i screenshotted the scene and cropped it down to the correct aspect ratio of the game.  Here is the scene fully coloured. I went with a cooler colour pallet to make this scene read as being chilly, i also added some highlights and shadow to the character sprite so that they blend in better. To flip the character around, i just erased the face, and arm over the chest, and filled in the now blank areas with the correct details, this means that the character remains in the same style as the rest of the game. In game Screenshot - This is how this scene looks in-game, the text on the bottom will stand out much b...

Environment Moodboards

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 Hero building - My idea for the hero building would be some sort of auction building for the Sphyr payloads that the marauders are transporting, this ties in both of my characters that i have created and provides an interesting backdrop for a boss battle. As my videogame would be a beat-em up crossed with a looter shooter, an environment like this would be great as it provides lower, middle, and high grounds for different attacks, enclosed spaces for sneaking around and hiding from enemies, and sets the scene for the boss battle with the Hogg and Swine. It provides context to the Hogg and Swine's purpose without it having to be explicitly stated, and i can imagine there would be plenty of opportunities to include traps and other mechanics such as doors, turrets, bombs and tripwires that would make gameplay more engaging. I had this idea for the auction building being a very blocky, geometric and sharp building, building on hostile shape language whilst still fitting in with the Ma...

Personal Reflections on the Tabletop Games industry

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Where do you want to work?  When it comes to the job I would like to do and the type of company i would like to work for, I would prefer to find work for an Independent studio for either Tabletop or videogames. I like the smaller scale of a team, I feel like you would have a much tighter relationship between your co workers and from what I have experienced in the small team projects we've done this year, I like feeling like my role actually matters. On top of this I feel that Indie teams cover more experimental projects and themes, They don't have those rigid styles that triple A companies tend to have and it means that I get to work on a variety of different things during my time working for the company, and on top of this it could offer me the opportunity to try roles outside of my main job role. I do understand however there isn't as much security in my role as there might be in a larger company, and that I might not earn as much as I would working in a company with a la...

Modelling Process - Quasar

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  Making my base mesh - My very first step in the model making pipeline is making a base mesh, You can do this in a few ways, either in Zbrush with the Zspheres function, or making a base mesh in a 3D modelling software such as Maya or Blender. For me I decided to make my base mesh in Maya. Personally, I find Z spheres very difficult to use and I don't like how they are very restrictive in terms of the shapes i can make with them, I much prefer the modelling process Maya offers and how I can make a wider variety of shapes with the primitives, extrude tool, and the ability to push and pull edges and vertices to my liking. For most of my model, I extruded cylinders to build up the arm and leg shapes, i used the same process for the torso and tail. For the head it was a little more tricky as my character has a long wedge shaped skull, for this i used a cube and utilized the transform and scale options to move some edges to get that nice triangular shape, I also had to place in so...