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Showing posts with the label Real Worlds

Real Worlds Master Post

 Project management https://kennylycettgamesart.blogspot.com/2025/02/project-management-week-1.html Research dossier https://kennylycettgamesart.blogspot.com/2025/02/research-dossier-week-1.html Character designs pre review https://kennylycettgamesart.blogspot.com/2025/02/thumbnails-week-2.html https://kennylycettgamesart.blogspot.com/2025/02/character-turnaround-sheets-pre-client.html https://kennylycettgamesart.blogspot.com/2025/03/client-reviw.html https://kennylycettgamesart.blogspot.com/2025/03/character-key-art-pre-review.html https://kennylycettgamesart.blogspot.com/2025/03/character-backstories.html Character designs post review https://kennylycettgamesart.blogspot.com/2025/03/mantic-feedback.html https://kennylycettgamesart.blogspot.com/2025/03/final-character-key-art.html https://kennylycettgamesart.blogspot.com/2025/03/analysing-compositions.html Environment designs https://kennylycettgamesart.blogspot.com/2025/03/environment-moodboards-week-10.html https://kennylycettga...

Project Evaluation - Real worlds

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 Part 1: Character design, research and game proposal: For the first half of this project, we created a research dossier around Deadzone, licensing and IP usage before moving onto creating character designs to fit in with our chosen factions. I actually really enjoyed looking into the lore of Deadzone, I don't usually like tabletop war games and thus never really looked into the types of games out there but looking into the worldbuilding, genre and analysing the character designs really drew me in and made me feel excited to work on this project. I liked the challenge of identifying what made a faction unique and how to translate that into my own designs, and tying in with this I pushed myself to do something I am not as confident in, that being hard surface designs. I learnt a new approach by utilizing 3D models to draw on top of which massively helped in my idea generation for the Hogg and Swine, I enjoyed the process of making the 3D model as well as figuring out how to render i...

Final piece - Marauder's Auction Compound

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 Inspiration : Feng Zhu - Before starting this piece, I decided to watch some Feng Zhu design school videos and speed paints to gen an understanding of how to draw an environment piece without using line art. the two videos I looked at were " Making Of The Siege by Feng Zhu " and " Design Cinema – EP 35 - Digital Landscape Part 01 ".  Both of these videos show a very clear workflow that Feng Zhu follows, below I took some screenshots from the Making of the Siege video to get a better understanding of how he creates his work. It is to note that Feng Zhu does work very intuitively, usually with no base or working on top of a photo, whereas I will be working on top of a 3D model meaning I'm fairly limited in how freeform i can be [this isn't necessarily a bad thing, I don't quite have the confidence with brushstrokes and enough trust in my process yet to be able to make a good freeform image like he can, though this will come with practice]. Feng Zhu starts...

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 ...

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...