Wednesday, 31 December 2014

Character: Environment 3.

I've decided on keeping the tunnel part of the game more Alice in wonderland style, still keeping the tilting aspect guiding the Viking down; dodging trolls etc... After a few quick sketches I think there's more fun to be had with this idea rather than the birds eye view.

This was another idea for the birds eye view hole, but after looking at it from a distance it just doesn't look like a hole and I think its due to the flatness and colour use. So I've gone against this idea and keeping with the side scrolling theme.

Monday, 29 December 2014

Saturday, 27 December 2014

Character: Environment 2.

Here are few more concept ideas for my Underworld (Hel) environment. I decided to keep the 2D adventure part all icy colours then the free falling part dark purples/reds as if your falling more into Hel. My game needed something to collect while my Viking explored the caves so I added in some gold coins to give the game some reason.

The yellow rings are hooks of which the Viking can grapple onto to reach other places/ledges. And the purple black holes act like a tunnel, teleporting him down where you have too tilt the character to safety.

The free falling idea need a bit of work as the perspective isn't right yet, it doesn't look as if its going down but more like a messy tunnel. 


Monday, 22 December 2014

Character: Environment.

Combining a few of my previous environments together I came up with this idea of having multiple paths. Having a hook visible allowing the player to choose which hook to grapple onto to continue there journey. I can also imagine the evil trolls throwing rocks from one the ledges of which you then have too use your grapple hook to kill them to move on.
I want to keep it a quite simple layout as my characters aren't that complex and adds to that side scrolling fun adventure themed game. I decided to take colours from pictures of the mythically 'Underworld' (home of Hel) to get that cold icy feeling.

Thursday, 18 December 2014

Character: Troll Concept.

Rough orthographic for my Troll Character, need to work on the back view (although wont see his back in the game) and his feet.

Friday, 5 December 2014

Narrative: Scene 4 Playblasts 2.

Here are more playblasts of our final scene, along with some test renders.

The playblasts are in order of which they would be edited together.

Scene 4 take 7 from Ruby Newland on Vimeo.

Scene 4 take 8 from Ruby Newland on Vimeo.

Scene 4 take 9 from Ruby Newland on Vimeo.

Narrative: Scene 4 Playblasts.

These are few play blasts of our final scene, testing out timings and camera angles. Along with some test renders.


I've put the playblasts in order in which they would be edited in.

Scene 4 take 2 from Ruby Newland on Vimeo.

Scene 4 take 5 from Ruby Newland on Vimeo.

Scene 4 take 4 from Ruby Newland on Vimeo.

Scene 4 take 6 from Ruby Newland on Vimeo.

Wednesday, 3 December 2014

Narrative: Porcupine Walk Cycle Progress.

Here are few play blasts of our Porcupines walk cycle so far. I got his body to sway/tipple to weight him down, as he moves. He is walking, just need to get him not to look like he's moonwalking across the screen.

Porcupine Walk Cycle 1 from Ruby Newland on Vimeo.

Porcupine Walk Cycle 2 - Side View from Ruby Newland on Vimeo.

Porcupine Walk Cycle 2 front view from Ruby Newland on Vimeo.

Thursday, 27 November 2014

Narrative: Porcupine placed into Scene.

Took a while but finally imported the environment that Candice has put together for our team, with our Porcupine character and he finally has a home. Not hundred percent ready, still making tweaks to our environment but I recon he fits in well - being the first time in his new habit and all. He just needs his mate to join him now.

Narrative: Porcupine Textures 2.

I had the wrong render settings at first that's why it was all blocky but now its sorted and I began testing out patterns on top of our Porcupine's design. Trying out hay, dirt and road textures and then using a bump map.

Before textures
Here are the UV maps used to create the textures.

Character: Troll Sketch and Interface Exercise.

This is a rough sketch of my troll character, still working out his size and proportions.

And also the work from our Character class on Interfaces which I worked on a Portal board game then went on to how my interface would look in my own game.

Wednesday, 26 November 2014

Narrative: Porcupine Textures.

I've been testing out some textures for our porcupine to try and make him look more natural. Using colours taken from a porcupine, and also keeping it quite graphical/cartoony like our overall style.

I tried to blend his nose with his face, but it just made him look a bit moody teenager rather than a grumpy old man.

After getting the basic shape and block out with the colours, I used the gradient tool to create some sort of depth so he doesn't look too flat. Then played around with the colour of that, and added extra spikes on the texture.

After a team discussion we thought maybe a yellow or orange gradient would make him look less muddy, but still natural and we've decided on the more orangey tinge. 

What I don't understand is why does he look not smoothed in my render, but you can see that he is smoothed over in the perspective window? If anyone knows it would be much appreciated.