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Showing posts from April, 2025

Compositions, feedback and sketch

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 Compositional shots - Using the 3D model i had made, I took some compositional shots from different angles. I tried to capture as many of my key models [cargo containers, main building, wall and watchtower] in the piece as possible whilst also making the scene feel believable and getting a good balance of areas of detail and rest. below are some notes on my thoughts on each compositional shot. Looking at this one, it is a bit cluttered and their is no real main focus, especially not on my hero building. I think the lights could be utilized to make some leading lines and draw focus to an element in the scene however from this angle they act more as clutter than visual aids to draw the viewer's eye. I really want either the hero building to be the centre of focus, or the layout of the map, this composition really doesn't seem to be achieving either in my eyes. I did quite like this composition, as stated before i think the lights in this piece do act as leading lines to the main...

Map layout & research

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 Destiny 2 Map layouts - These images were taken from the Destiny 2 community page and were created by user R3likt  https://steamcommunity.com/sharedfiles/filedetails/?id=1888977410 - Generally somewhat symmetrical or with two distinct sectors - Open space or POI in the center - Maze like layout with bottlenecks, corners and blind spots - Enclosed spaces that may be harder to traverse/easy to get cornered - Enemies are placed in groups in specific areas - Emperors Respite has a lookout GoldenAxe Maps - - Side scroller -Detailed backgrounds, flat foreground - Enemies approach from the right, the player must progress forward to meet them - I think I will be looking more at Destiny 2's and Looter shooters in general approach to map layouts, focusing on beat 'em ups more in the sense of gameplay and character selection. I am choosing this route as this style of map layouts is quite restrictive for my game's assets and mechanics. My Map layout - Using my findings I put together ...

End screen 1 and Main title concept [WEEK 23]

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 Ending screen- For the Ending screen where the main character decides to stay home rather than going to the party, I wanted to draw a scene with the bed being the main focus. To do this I made a 3D model based off of the layout of my main character room, that way i could move the camera and choose which angle looked the best. I threw in some environmental details such as pillows strewn around, a little UFO lamp, the string lights and some books just to add some further interest into the scene. I based this room off of my old apartment last year to give a familiar feeling to the setting. I then took some screenshots of the room at different angles to show to my team to see which they liked best. Here is the model of the whole room Niamh really liked the first shot as it drew the most focus to the main character, using this information i drew over my 3D blockout and added some additional details like stickers and posters on the wall, the main character in bed, and the little alien t...

Richies room overlay, SFX and choice screens [WEEK 22]

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 Richie's room overlay - Implementing some feedback my team gave me for the scenes where sweaters is talking to their childhood best friend, Richie, I added a video call overlay to help the scene read better as a webcam chat. I created this asset as a sprite as opposed to a background element so that the Richie sprite will not overlap with the bottom of the call. Implementing Nathan's choice screens - I also put in Nathan's decision screens into the game, I'm still unsure on how I am going to do the buttons but i think for now this proves to be a good concept of what our decision screens could look like. The classroom one is a screen that I made using Nathan's design and Niamh's character sprites. SFX, Menu clicking and tearing foley - We talked a bit as a team a few months ago about adding some foley into our game, We spoke with Amiya about it who did say she would be happy to make some for us, but I am aware that she is quite busy at the moment so instead we d...

Street furniture orthographics & models

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Cargo container - Here is the orthographic and final design for the Sphyr cargo container, I chose this design as i think it looks the most sturdy, stackable, and in keeping with the overall geometric design language of the Marauders. I did make one slight change to the design by making the vault door mechanism more believable, I did this by looking at how bank vault doors work and implementing this into my design. I feel although this looks less exaggerated than the first design, it feels more secure as there are now several points of contact for the locking mechanism. Here is a full turnaround of my model I also decided to film the modelling process for all 3 of the street furniture that I created and how I translated my 2D orthographics into a 3D space. Here is the link to the YouTube video -  https://youtu.be/6J_3Q7NDKZ0 Main Gate - For the main gate, I went with this design as i think it looks the most sturdy to hold up to attacks and fits the mechanical motifs of the marauder...

Colourways & final hero building sketch

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 3D modelling the Auction house - To turn my sketch into a 3D model I first made a top down layout for the building, this helped me understand where i needed to place the objects from the reference image to the right hand side. I was originally going to make a full orthographic, but i really struggled to imagine how this building would look from different angles, by using the layout below as well as my sketch, i could fill in the blanks and approximate heights better than i would have been able to do with an orthographic sketch.  I decided to film my full modelling process for this building so you can see the 3D "sketching" process. As i am going down the 2D route, i did not need to optimize my modelling process for UV mapping or texturing, though if i did go down the 3D route i would have minimized my usage of the boolean tool to improve the topology of my model. I would have also done some nicer renders as opposed to just screenshots. I chose to take screenshots instead of ...