Thursday 18 February 2016

Part Three: Games Art Asset, Viper Mk II Variant (CGA Year Two)

I chose which grey box I wanted to use (number 7) and started to build onto it. Adding details such as engines, guns, ect. I plan to create the high poly first then create the low poly from it.




I further defined the shape of the ship as I went along; changing my design as I please. I did however keep in mind my source of inspiration (Viper Mk II), I also tried to think of practical uses/ defenses for every part of the ship as I built it.


I kept adding detail such as fan blades inside the engine and fins on the jets. I used the F16 fighter jet as inspiration for the fins copying their design as closely as I could.


Eventually I decided to stop and build my low poly. I didn't want to add too much detail to the high poly or it could be difficult to bake down onto the low poly. And I wanted to maintain a simplistic design similar to that of the Viper Mk II.




Total tri count for the high poly: 161,419.

Part Four: Ninja Kebab, First Person Shooter (CGA Year Two)

As a team we decided to stop developing a linear level, it became clear that we were taking on too much work. So we all agreed to create a small, wave based experience. This will allow us to create a more polished game.

We've also settled on a name for the game, Red Hail.

After weeks discussing and experimenting We finally settled upon a design for the main room within our game. Our concept artist (Razvan Prajanu) handed me a final 2D concept piece for the main area within our game. This room will be the starting point for the player, and the main area the player will defend against waves of enemies.

I built the room in Maya over roughly 5-6 days. I used Razvan's concept as reference. However I was allowed to make changes where I want; this gave me the ability to alter the environment where I see fit. I did make a few subtle changes but I tried to stick to the original concept best I could. Any changes I made were ran past both the concept artist, and game designer first to ensure continuity between 2D and 3D.


I handed the completed grey box over to our lead game designer who put it in engine. There are a few tweaks to be made, however for the most part the modeling is complete. I will begin UV work soon and start the process of transferring each asset to Unity; I will then build the final environment.