Showing posts with label XB3001 Games Proposal. Show all posts
Showing posts with label XB3001 Games Proposal. Show all posts

Sunday, 5 May 2013

XB3001 GAMES PROPOSAL #26: Revised Concept Doc Pages

As with the character designs in the previous posts, I've also taken the opportunity to go back to my Concept Document from the first assignment. I've made some minor amendments to the whole thing, but a few specific pages have been completely redone, which you can see below:-









XB3001 GAMES PROPOSAL #25: Revised Character Models

Since I handed them in before Christmas, I've had some feedback regarding my character designs/ models, which I have used to rectify my work

High Poly: Id
Added a grungy background and improved the texture on the model


 Low Poly: SuperEgo
Again added a better background. Also corrected some minor faults on the texture


XB3001 GAMES PROPOSAL #24: Professional Environment Modelling

This is the final assignment for XB3001 Games Proposal. And just to shake things up, we're going to try to get it all done in one post! Fun times!

For this particular part of the module, we had to design and build an environment diorama based on or chosen theme. As I'd already done various metaphysical, metaphorical and mystical work in my previous assignments, I elected to do something more literal this time around, and as my theme was morality, that meant one clear option: a courtroom

Here we have the design sheet for my diorama, containing a small selection of research images and all the concept art I did for the diorama. As you can see, I chose to make the layout of the room circular with high walls, to give an oppressive nature to the who thing. And that bloodstain on the defendant's stand... what could that mean, I wonder?

And here we have the diorama itself, complete with renders of the models I used and texture sheets. I'll admit, I'm not completely satisfied with this one. For one thing, I'd have liked to have spent more time on the textures and I had to settle for presenting it in 3DS Max. Given the chance, I would have liked to have shown it in UDK, where I could have added some particle effects and lighting, as well as taken some more dynamic screenshots.
As it is though, it'll have to do...

XB3001 GAMES PROPOSAL #23: Finished Level

Well, I've certainly left this until the last minute...
Like Games Futures before this, I've gone a long time without posting anything here, so now I'm gonna try and catch up. Sadly, I wasn't able to do this prior to the hand-in, which was last friday, due to the sheer amount of work I had to get done in that time. Oh well, what's done is done... let's get on with this...

My last XB3001 post covered the final preproduction phase for my level, Purgatory. Since then, I've managed to finish the level in UDK, so I'm gonna share some screenshots I took of the whole thing. Generally went okay, as I got a 2.1 for it in the end, which I'm kinda happy with since this is the first time I've really made a level. Also managed to get all the programming done in Kismet and iron out most of the bugs (although the bloody moving staircase was a nightmare...)





















Thursday, 21 February 2013

XB3001 GAMES PROPOSAL #22: Preproduction Stage 8- Top Down Map

This is the last of a series of eight posts detailing the preproduction process of my own level. This final post focuses on the Top Down Map

I initially did a very simple layout, focusing mostly on progression between each individual section of the level. You can see the result below:-
 From there, I removed the last triad of rooms before the end and created a more detailed and refined map, this time keeping in mind the various tasks I wanted players to undertake in these spaces

This is more or less exactly the same layout as the final level, though I have made some revisions to certain sections. Aaand that about covers my Preproduction process for the Level Design assignment

XB3001 GAMES PROPOSAL #21: Preproduction Stage 7: Focal Points

This is the seventh of a series of eight posts detailing the preproduction process of my own level. This one focuses on the Focal Points stage.

As I mentioned in one of my previous posts, Focal Points are incredibly important parts of levels. They make the level aesthetically pleasing, draw the player's attention and help them orient themselves. A good example is the massive woman statue that appears as a recurring set-piece in DMC: Devil May Cry (example images below)


As you can see, this large asset draws the eye towards the path forward.
For my own level, I came up with the following ideas for a focal point:-


Large statue-like structure in distance

  • Player gets closer as they proceed through the level
  • Possibly custom model with basic texture
  • Maybe have 3 of them, representing Good, Evil and Neutral/ Moral, Immoral and Amoral/ Right, Easy and Indecisive. Maybe another in the middle of the level as well

The last stage of Preproduction is the Top-Down Map, which I'll cover in the next post

XB3001 GAMES PROPOSAL #20: Preproduction Stage 6- Objectives and Obstacles

This is the sixth of a series of eight posts detailing the preproduction process of my own level. This one focuses on the Objectives and Obstacles stage.


Pretty self-explanatory: Objectives are what the player must do, Obstacles are the things in their way
The following is a list of ideas for these two criteria that could work in my own level. Some did not make it into the final product.

Player Actions:
Basic UDK gameplay functionality
Movement
Jumping
Combat/ Shooting (once weapon has been found)

Objectives:
Main Objective: Proceed to the end of the level/ pass the entity’s judgement
Sequential Objectives: Complete one of two objectives in each ‘room’ to proceed to the next
Each room’s objectives are always different, but there are always 2 options
Types of Objectives include:

  • Choose a path
  • Defeat a certain enemy
  • Solve puzzle in a particular way


Obstacles:
Choices

  • ‘Right’ vs Easy options
  • Morally ambiguous
  • Sadistic Choice?

Puzzles

  • Fairly simple in design and implementation
  • Interaction with objects achieved through movement and collision
  • Block/ object moving
  • Timing
  • Stepping on Key coded switches
  • Memory 

Enemies

  • Weak and Strong Enemy combo
  • Hostile enemy spawning after a docile enemy is defeated
  • 2 docile enemies, 1 of which must be killed to proceed

Environmental

  • Moving platforms
  • Pitfalls
  • ‘Invisible’ Maze

The next Preproduction stage is Focal Points.

XB3001 GAMES PROPOSAL #19: Preproduction Stage 5- Story

This is the fifth of a series of eight posts detailing the preproduction process of my own level. This one focuses on the Story stage.

As the name suggests, this step focuses on the narrative behind the level, specifically the history behind the environment itself and how the player came to be there. Here is what I came up with for mine:-


Environment History:

  • The environment itself is set within an otherworldly realm ruled over by a powerful, supernatural entity of ambiguous origins and identity
  • The level is a series of bizarre structures constructed by the entity for the sole purpose of ‘testing’ people’s souls 

How player arrived:

  • The Player has been abducted by the entity and thrown into the ethereal realm, where the entity intends to ‘test’ them
  • The Player now has no choice but to complete the challenges set before them so that the entity may pass judgement upon them

The next Preproduction stage is Obstacles and Objectives

XB3001 GAMES PROPOSAL #18: Preproduction Stage 4- Photo Reference

This is the fourth of a series of eight posts detailing the preproduction process of my own level. This one focuses on the Photo Reference stage.

Here is a collection of images I used as influence for my level


















  1. Screenshot of the Palace of Twilight from The Legend of Zelda: Twilight Princess. Retrieved from http://zeldawiki.org/File:Palaceoftwilght.jpg 
  2. Screenshot of the inverted Stone Tower Temple from The Legend of Zelda: Majora’s Mask. Retrieved from http://zeldawiki.org/File:STT_Inverted.jpg 
  3. Concept art from DMC: Devil May Cry, displaying a fractured, floating environment. Retrieved from http://i.neoseeker.com/ca/dmc_conceptart_eQVFb.jpg 
  4. Screenshot from DMC: Devil May Cry, which shows a path constructed from fractured pieces of an environment. Retrieved from http://cdn.bloody-disgusting.com/wp-content/uploads/2013/01/DmC_2.jpg 
  5. Concept art of a recurring set piece from DMC: Devil May Cry, a massive statue of a woman in chains. Retrieved from http://img.neoseeker.com/v_concept_art.php?caid=38253 
  6. Concept art of the Fade, an otherworldly location from Bioware’s Dragon Age: Origins. Retrieved from http://images4.fanpop.com/image/photos/16800000/The-Fade-concept-art-dragon-age-origins-16832459-786-468.jpg 
  7. Screenshot of the Fade, an otherworldly location from Bioware’s Dragon Age: Origins. Retrieved from http://greywardens.com/wp-content/uploads/2009/09/thefade1.png  
  8. Screenshot from Dragon Age: Origins displaying the area map of the Fade, in particular the branching paths that players can choose to take. Retrieved from http://i1-news.softpedia-static.com/images/news2/The-Fade-Returns-for-Dragon-Age-2-2.jpg 
  9. Screenshot of an environment from El Shaddai: Ascension of the Metatron. Retrieved from http://uk.ign.com/wikis/el-shaddai-ascension-of-the-metatron/Chapter_05-_The_Tragedy_of_Baraqel 
  10. Screenshot of an environment from El Shaddai: Ascension of the Metatron. Retrieved from http://uk.ign.com/wikis/el-shaddai-ascension-of-the-metatron/Chapter_10-_The_Grave_of_Arakiel 
  11. Screenshot of an environment from El Shaddai: Ascension of the Metatron. Retrieved from http://uk.ign.com/wikis/el-shaddai-ascension-of-the-metatron/Chapter_10-_The_Grave_of_Arakiel 
  12. Screenshot of an environment from El Shaddai: Ascension of the Metatron. Retrieved from http://uk.ign.com/wikis/el-shaddai-ascension-of-the-metatron/Chapter_10-_The_Grave_of_Arakiel 
  13. Screenshot from Dishonored, showcasing the Void. Retrieved from http://images.wikia.com/dishonoredvideogame/images/5/55/Dishdream2.jpg 
  14. Screenshot from the game Kairo. Retrieved from http://www.rockpapershotgun.com/images/11/june/kairo2.jpg
  15. Screenshot from the game Kairo. Retrieved from http://media.desura.com/images/games/1/14/13600/KairoSS4.png 
  16. Screenshot from the game Kairo. Retrieved from http://www.148apps.com/wp-content/uploads/2013/01/kairo03.png 

The next Preproduction stage is Story