I decided to start a blog on The Last Of Us because ive been enjoying the Photo Mode WWWAAAAAAYYYY too much. At this point I am probably about half way through the main story and have already taken over 100 photos using the new feature. Rather than me posting them ALL on Twitter and Facebook I have decided that alot of them are worthy to be posted so im going to post all my Photos from The Last Of Us Remastered here.. Enjoy ^ ^
We start out adventure into creating Meliths Plane with a period of creating thumb nails and basic concepts as assets to create a big picture for me and richard
to work out a style we can both agree with.
I am going to be design our antagonist Melith, Enemy characters, the first level and general assets.
I started with designs for Melith and getting to grips with certain aspects of her design such as hair, clothing and posture.
Using my Ipad I created a 2 default female head poses to then I could easily start scribbling and design hair styles facial feature etc.
Using this easily accessible way of development i had fun and have a rough idea of how I would like Meliths hair to look.
Using the same idea I also applied the technique of quick thumbnails for creating clothing and accessories towards a rough example of Melith’s design. I liked the design of Melith having features in her clothing that would resemble a crow or a bird like animal. As Meltih is a type of witch she is also a shape shifter so I wanted the crow to perhaps be her preferred animal of transformation.
I began on some brief ideas for levels in the game. Again just trying to capture what sort of style me and my partner would be happy with before producing anything we are unsure about in the Design stages of creating Meliths Plane.
I then began to draw up some idea for enemy or creature designs. As Melith Plane takes place in diffrent worlds within the Plane “Raul” our protaganist gets thrown into along with his men. this is an oppatunity to create some unique designs which will make this game our own.
Im looking forward to creating more designs and creating enemy characters that will compliment the stage there in and being designed dynamic enough to mix up the combat in the game.
I drew up a REALLY quick sketch of how I imagine the transitions between scenes progessing though the tutorial stage of Meliths Plane.
I have began to think about the first scenes in the game. me and richard have agreed to fully design a level but we think the intro to the game will be important as an introduction and to cut scenes and trailers we will be producing. I have thought about the first tuttorial level where Raul and his men will arrive by boat on a coast with Melith’s keep in the distance. The player would then walk from the beach area into a wood.
Raul will slip into a Ditch where ambushing soldiers would approach from both sides. This being an optionality to complete the melee combat tutorial, Then being helped out of the hole by a fellow solider then continue out of the cave and onwards towards Meliths keep going into a cut-scene.
Using these images I experimented with layers and how i Image the seens working as gameplay.
Here is a combat flow chart and controller layouts I have been working on for the fighting mechanics.
The aim is to have the player feel like they have alot of control to divide the enemy (Divide and Conquer) but also Raul our protagonist also needs to appear to know his way around a sword. Rauls combat style is stylish and almost arrogant in his movement as he is from a nobel background so baring this in mind I developed the battle mechanics and controls to best suit his personality and combat technique.
I have been looking into 2D engines that could potentially work for Melith’s Plane. and this is the info I have found.
Torque 2D features :
- Cross Platform- windows, mac, wii, xbox, iphone
- powerful rendering for 2D artistic styles
- script behavour easily shared
- fast and easy Scripting
- open source phsics engine
- sound library
here is an example of a game built in the Torque 2D engine.
Game Develop features :
- Easy to use, no Programming needed
- includes tutorials
- fully featured game development environment
- FREE! for any use
info on the engine from Indie DB http://www.indiedb.com/engines/game-develop
The editor is designed to be simple but powerful :
* Use of a Ribbon to allow easy access to features. ( Game Develop uses wxRibbon )
* Can be used on Windows and Ubuntu 11.04
* Extension system so as to enhance the features of Game Develop.
* Entirely visual scene editor, so as to see directly the aspect of the game ( WYSIWYG ).
* Layers system.
* Visual Event editor, allowing simple and efficient creation.
* Preview directly integrated to the editor. No need to wait to test games.
* Powerful integrated Debugger, allowing to verify the properties and the values of the objects or of the variables and to modify them.
* Customizable skin.
* Use of variable lists to easily find the variables used in your game.
A lot of features are available for game creation :
* Animated sprites, composed of animations with directions.
* Text object, so as to display easily text on the screen.
* 3D Box object, so as to create 3D Building for example.
* Features allowing to manipulate objects on the scene.
* Support for keyboard and mouse.
* Object allowing to draw directly shapes on screen.
* Support for joysticks.
* Timers and time manipulation, allowing to create slowdown.
* Ability to play sounds and music, and manipulate them.
* Simple handling of files: Saving, Loading, Removing files…
* Encryption functions.
the website also includes a list of game engines, 2D and 3D
Love 2D game frame work from reviews sounds like an effective engine. http://www.love2d.org/wiki/love
Towards Meliths design I have been collecting research and references for woman’s 12th – 13th century clothing for more historical accuracy in Meliths design. within the game Melith is a drude and a shape shifter and her character is going to be portrayed as a character who has been around the world, perhaps to different times in history so I feel open with her design but references to the time period the game is set in would only help the world feel pieced together and believable to the plot and to the world.
I found these images from various sites and the photo images from www.medievaldesign.com and as i found out from looking into the fashion of the 12th centuary. I am lucky I am able to be open with Meliths design as I found 12th century fashion is not very exciting but i will try and include the style as and where i can in the design of Melith.
I have began to think of more pratical and developed peices for Meliths Design.
I am enjoying the design process and now have more idea of what I do and don’t want to include in Meliths design.
Looking into level design work flows and procedures I came across this webpage which shows a certain way of putting together a platform level (http://devmag.org.za/2011/07/04/how-to-design-levels-for-a-platformer/) baring in mind key points of the player experience.
Furnace Level I. Player sees A. Furnaces B. Fire C. Machinery D. Chains II. Player learns A. Flip feature B. Escape techniques C. Side quest opportunity III. Player hears A. Swinging chains B. Subtle screams C. Flames IV. Player encounters A. Enemies B. Flip puzzle C. Side Mission D. Locked doors V. Specific items A. Flip accessory VI. General items
- A. Potions X 4
- B. Keys X 3
Laying down the Key features and experiences of the stage made it easier for me to construct the level and easier to think of the designated route the player must take to find the end.
Once I finished the Path of the level which me and Richard decided to start Meliths plane in somewhere, Raul would find horrifying and know, immediately what sort of danger he is in. so we decided to call the level the Furnace as its were he was sent to his doom and the idea would be for him to burn!.
I created a type of mood scene for Richard to see how I image the level to look like, including parts of the mind map I created previously. I also added an image of Richards in the windows because he had created a peice of art work appropriate to what i wanted to include in the scene.
I have began a concept of how I image the interior of the this level based on my original idea and richards exterior piece, I have not added anything into the scene but i’m happy with the start I have made.
I created a couple of Assets towards in- game content. I’m happy with the Health potion design but I think I should tone down the design of the game cursor.
I have finished more Concepts of Melith and feel I have all the pieces now to put together a more accurate concept to how she will appear in the Game.
Out of my thumbnail concepts for Melith i have chosen one of each pose that i will develop on and begin molding a finished idea for Melith.
Using these designs I have progressed towards a more finalised design for our antagonised Melith. combining elements of each of the designs i have produced theses images.
after drawing up these designs for melith I knew i wanted something between these 2 designs something slightly closer to 13th centuary clothing (the best i can without it being borering) and something showing melith being appealing specially to men as this would be her way of getting her way.
As we develop more towards the game we need to tweak and consider new things such as combat and the puzzle element. the focus of the game is Combat. I developed the Furnace level to keep the players at this early point in the game to consider trying different combos and techniques and to find there feet when it comes to combat. I left the player with enough opportunity to understand combat with small waves of enemies before butting the player against alot of enemies. I hoped by this point the player would feel confident enough to take on much more enemies at once.
in discussions with Richard as he is developing our protagonist we have developed examples within our design document of examples of combo’s and how combos, the flail and movement works in combat.
we also took this opportunity to refine of buttons to better fit our new ideas of combat.
I have began work on the first level of Melith’s Plane by starting with some basic texture I would use as repeat patters that can be easliy applied to produce the level more quickly and efficiently.
Now I need to think about how im going to fill the space to make it look dynamic and believable so I have started on assets towards filling the blank space.
I have now produced assets towards the level design. I have been concentrating on what me and Richard have discussed about the theme of the level and produced more pieces of the design.
I’m happy to see how putting together all the objects ive been working on together to produce a scene and being able to to produce screen shots is definitely on the cards now. i just need to produce a few more assets and then I will then beadle to produce Screens of the game to put towards the Game design document.
Since working on the final design for Melith I have began to work on the In game imagery for Melith.
Im still in progress of adding shading and details before i call he In-Game design finished but im happy with the outcome.
Once I have finished this piece I will then need to think about creating art work of Melith that would contribute towards cut scenes meaning I need to strike her in poses so we are able to put together scenes of conversation between Melith and the Antagonist Raul.
I have began to put together all assets together and putting together the furnace level. The assets I have drawn have come together nicely and achieving the mood and feeling I envisioned.
This is the start of the level where Raul will awaken after being casted into Melith’s Plane. this is also where Raul will first encounters Tomtenisse who will Give Raul information and present him with the “Spell Breaker” that will aid him in his quest to save the king. I put together a quick animation of this scene also demostrating a flip example. (music and lighting in the scene does not necessaries reflect the final outcome)
I also took this opportunity to animate an example of the pause menu Richard had put together.
Im pleased with the results of the level but still need to draw up and add doors and extra details to each parts of the level to make the brick patter seem worn and lived in.
I have drawn a sword to add to the collection of collectable weapons in the game.
I designed this sword to resemble some of the designs and patterns I have included into my level design. this way the the player should believe that this weapon came from the surrounding world the weapon was found in.
I have began to design enemies towards the game. I would like the enemy’s of the Furnace level to be able to appear as both workers and worriors. this way the ease of a singular enemy would suggest a lack of experience.
After drawing up different facial expressions for Melith towards cutscenes that would occur in game, I have now finished designs for Melith. i hope if I have tome to produce more dynamic images of Melith but there is still alot to be done.
I have produced animated art work of how the player would progress through the tutorial section of Melith’s Plane. I reworked the previous animated artwork of the forest and cave locations and together with the beach scene gives an accurate depiction of the players jorney through the tutorial.
From producing this video I came across interesting features in After Effects that would be able to enhance some of my animated scenes of gameplay I have produces.
I tried using the particle generator using After Effects on one of my previous images of Melith.
I have completed one of the smaller rooms of the first level. this would be after Raul’s first boss battles and within this room finds the flail which the player would use to retrace his steps back to the first locked food at the levels start. Some of these scenes have not yet been completed fully.
I have been working on more assets and here is a sword that could be weapons later within the games. I also decided to re image the health potion to something more realistic and not as fantasy based the current potion appears.
I research natural pain killers remedys and after researching I chose to base the design on Willow Bark Tea as using willow bark as a pain killer dates back to 12 – 13th century. I also looked for particular glass jars or containers from the period and cam e across a crystal jar but didnt want the potion to appear too precious so decided to make it glass. this way I could portray the colour of the substance inside.
I have progressed on with my enemy design of the standard enemy soldier with the furnace level.
I have now revisited the design of the goblin/dwarf type type enemy and have continued developing his design and how he will appear in game. and started a model sheet for the character.
I have now started to complete the scenes for the first stage. In comparison to how they originally looked i’m please with the results, adding illuminating light, blood and personalising the foreground within each scene looks more of its own and more memorable for players to navigate round the stage.
also with these rooms I have condensed down and merged layers to make it easier for my self to animate the scene and with practising using particle techniques and flare of light these scene will really begin to look lively.
I thought i would try adding smoke to the tourches in the stage to make the scene seem more alive and more accurately depict gameplay. started by making a solid black layer then searched for a smoke effect. then changing the blending mode to Add to the layer it shows the smoke effect within the scene. changed setting of the effect to make sure the effect isn’t too much.
I then added a lens flare to the added more depth and a glow to the fire but also this hides the emitter where the smoke particles emerge.
I then added another blank layer to apply a particle effect to finish off the fire effect and im pleased with the result.
Here I have produced the close to finished example of a conversation in game scene.
Here are alot of my previous images up that I have polished up and prepared them to go into the Design document and our Art book.
Now that I have finished and polished most of my videos and art work we are now compiling it all into the the design document and into out art book. This is a few pages from the art book that I have typed up and position as I want them.
I am happy with the design of both the design document and the art book as richard did a good job putting it together originally and now I have entered most of my work it looks like its all coming together nicely now.
The design document and art book are now finished and including my art work and ideas. im happy with the results and think it portrays our concepts and designs accurately.
I have enjoyed this project and have learnt a lot from how to put together document, bring together research and use it effectively and productively and produce art work to a standard that is visually interesting and gets my ideas across in a presentable way.
I’m going to begin my research with a look into the classic 2D platform genre to help development of me and my partners game “Melith’s Plane”.
Lets start at the begging…
A Table Tennis type game most people are familiar with it. Keep the ball in play and hope your opponent misses. Pong was released commercially released in approximately November 1972. While the 1971 Computer Space machine was the first coin-operated video game Pong was the first commercially successful one. The Red and Blank counter top unit was the first prototype style placed on location. The Yellow and Brown floor model is the main production style model and can still be found on a regular basis in collections and for sale.
The legend of Nolan Bushnell and IPongI being rejected by Bally, and putting the prototype into Andy Capps Tavern, a ustic location in Sunnyvale, CA, is true at least, most of it is. According to the legend, the bartender called Al Alcorn who built the machine two days after it was installed and told him, The fing thing is broken, get it out of here When Alcorn went to check on it, he discovered that the jury rigged coin box was overflowing, preventing the mechanism from registering coins.PThe real story is that it was a polite call two weeks after it was installed, where the tavern manager, Bill Gattis, said to Alcorn, This is the weirdest thing. When I opened the bar this morning, there were two or three people at the door waiting to get in. They walked in and played that machine. They did not buy anything. I have never seen anything like this before. He suggested Alcorn should fix the machine since it had developed a following. Alcorn opened the coin box to treat himself to a free game when quarters came gushing out. He scooped up some of the quarters, put them in his pockets, gave Gattis his business card and said, Next time this happens, you call me at home right away. I can always fix this one. After that, Bushnell decided Atari would manufacture IPongI itself. Partial source Kent, Steven L., IThe First Quarter A 25Year History of Video GamesI Bothell, WA BWD Press, 2000, pp. 3536.
The platform game
FROGS – Arcade – Gromlin Gramlin – 1978
Space Panic – Arcade – Universal – 1980 (considered first true platformer)
Space Panic Description
You control an astronaut who ventures through caverns beneath a planet. Climb ladders and move from floor to floor avoiding alien creatures. Trap the aliens by digging holes for them to fall into and then hit them over the head to eliminate them.
Universal, the Space Panic maker, released 45 different machines in our database under this trade name, starting in 1977.
Other machines made by Universal during the time period Space Panic was produced include Magical Spot, Cosmic Alien, Magical Spot II, Mr.Gun Man, Devil Zone, Get A Way, Limbo, Harem Cat, Alien Invader, and Cosmic Monsters II.
Donkey Kong – Arcade – Nintendo – 1981
The classic tale of a man saving a beautiful damsel from the clutches of an evil beast has been played out many times, most notably in the classic “King Kong.” This basic premise served as the plotline for one of the all-time classic video arcade games, Donkey Kong. Released in the fall of 1981, Donkey Kong introduced us to two characters that would soon become mascots for then-fledgling Nintendo: Mario, a carpenter (he was first known as “Jumpman”) and Donkey Kong, a fearsome gorilla who aimed to do harm to Mario. The story went thusly: Donkey Kong was an evil gorilla who had kidnapped Mario’s girlfriend, Pauline (to do who-knows-what to her), and Mario came to save the day. The player controlled Mario through four different playing fields, dodging whatever Donkey Kong hurled at him. Completing each level awarded a bonus and the player moved on to another round…Written by Brian Rathjen ;
Pit Fall- Atari 2600 – Atari – 1982
- Activision’s Pitfall was released in 1982 and was the Atari’s second best selling video game with over 4 million sold.
- The object of the game is to navigate the main character, Pitfall Harry, through a maze-like jungle and attempt to find and recover all 32 of the treasures (gold bars, silver bars, diamond rings, and bags of money; 8 of each) in 20 minutes. You have three lives in which to do so, but there are many hazards along the way which include pits, fire, logs, rattlesnakes, scorpions, and crocodiles. The game is over when all 32 treasures have been recovered, all three lives have been lost, or the 20 minute timer runs out.
- David Crane, a programmer working for Activision in the early 80′s, developed the technology for the basis of the game (displaying a little running man). Here’s his personal account for how that turned into Pitfall!:“I sat down with a blank sheet of paper and drew a stick figure in the center. I said, “Okay, I have a little running man and let’s put him on a path [two more lines drawn on the paper]. Where is the path? Let’s put it in a jungle [draw some trees]. Why is he running [draw treasures to collect, enemies to avoid, etc.]?” And Pitfall! was born. This entire process took about ten minutes. About 1,000 hours of programming later, the game was complete.”
Super Mario Bros – NES – Nintendo – 1985 (first platform game with story and smooth scrolling levels)
One day, King Bowser Koopa, the great and powerful leader of the militaristic Koopa Troop, invades the peacefulMushroom Kingdom. He and his Koopa Troop are jealous of the beautiful kingdom, and King Bowser decides to take it for himself. To do this, Bowser casts an evil spell upon the kingdom and transforms all of its inhabitants into blocks, weeds, and other peculiar objects. It is foretold that only the Mushroom King‘s daughter Princess Toadstool can undo the spell. Knowing this, Bowser immediately kidnaps her. Fortunately, the heroic Mario Bros. learn about the Mushroom Kingdom’s plight and race to its rescue.
The player takes the role of Mario, or in the case of a second player, Mario’s brother, Luigi. The ultimate objective is to race through the worlds of the Mushroom Kingdom, evade or eliminate Bowser‘s forces, and save the Princess.
- Left and right on : Move
- Down on : Enter Warp Pipe; Duck
- : Jump
- : Dash; Throw Fireball; Select a world
- : Pause
- : Select number of players on title screen.
Sonic the Hedgehog – Sega Genesis – Sega – 1991
Sonic is a blue hedgehog who has the unusual ability (for a hedgehog) to run fast. When the evil Dr. Robotnik begins to assimilate all the creatures on the planet into robots, Sonic must use his ability to stop Robotnik. Sonic must battle through 6 zones (3 acts each) and then face off against Robotnik in one final zone. Written by Anonymous
EarthWorm Jim – Sega Genisis – Shiny Entertainment playmates Interactive entertainment – 1994
Jim used to be a garden-variety earthworm, but after discovering a high-tech space cybersuit, he became a super mean fighting machine known as EARTHWORM JIM. In this wacky platformer, you play as Jim as he tries to rid the world of evil including a diabolical character known as Psy-Crow, who wants Jim’s suit for his own needs. You’ll lead Jim through 12 nutty levels including New Junk City, What the Heck?, Down the Tubes, Snot a Problem, Level 5, For Pete’s Sake, Buttville, and Andy Asteroids as you run, jump, and fight your way to victory. Along the way, you’ll find all kinds of power-ups that make you stronger and let you pull off moves you wouldn’t otherwise be able to do. If the addictive gameplay and awesome graphics don’t pull you in, then the fact that you play as an earthworm superhero definitely will!
3D Platform games
Super Mario 64 – Nintendo 64 – Nintendo 1996 (considered first successful 3D platform game)
Princess Peach has given Mario an invitation to her castle for some cake. Just then, Bowser stole all 120 power stars and trapped Peach inside the paintings. Mario must now get all 120 stars and defeat Bowser to rescue Peach!
Crash Badicoot – playstation – naughty Dog
Jak and Daxter – playstation 2 – naughty Dog
Ratchet and Clank – playstation 2 – Insomniac
Game developers conference 2011
I found this video of this conference and watched through and it was interesting some of the things they have considered in the development of the story and the structure they took considering the player in lots of different ways. These are the notes, quotes and screen shots I had taken from the conference “Game Design in the coffee”.
Game design in the coffee
How to make gamers think of your game when they arnt playing it
- Cause and effect e.g. smoking in game makes player want to smoke
- Input of everyday events in game causes players to remember back to the game
Being forced to play through a tightly bound storyline is a chore
Two pre-existing methods for creating a sense of freedom in a story
- Multiple endings “story branch”
- Side quests “side trip”
- Freedom of timing (allow for a “change of heart)
GDC (game design in the coffee) Hidetaka “swerty” Suehiro 12:25
How to make gamers actively “want” to play through a meticulous scripted mission
By supporting and allowing for player’s “change of heart” we strengthen the sense of “freedom” and mitigate the sense of “being forced to do something against our will”
“Speed is not important”
“timing is what is important. Timing”
Story follows up and confirms, player’s desire gets fulfilled
Vague and obscure characters, universe and environments wont find a home in anuones heart
Architecting a storyline for a free roaming open world game
Prevent players from quitting the game at the result screen
If you cant remember any of the names of characters, then you have a crappy game.
- mind map character profiles e.g. first love, what did he like as a child
- create resume, include as much as possible and can always be changed
- Habits and signature phrases E.g. touch of the ear, movement
- Make it easily mimicked so players relate in real world reminding them of the game
- Intentionally create negative side to make character much more relatable e.g. sex pest, bad at cooking
- Memorable voice, think about how you would like the character to speak e.g. Liverpool accent, British like the Beatles?
- Mood board characters for their style and voice
- use all of your ideas while you can still use them!
- Unnoticed ideas Explode when the do get noticed
Here is a quick summary of the Maliths Plane story so far :
The game is based in the High middle ages around the year 1273 were Frederick the second has died leaving the roman empire without a king, causing many powerful family’s throughout the land to want to seize power over the land. Our story starts with a warrior, Sir Raul Ulbrecht, related to the true heir to the throne, goes to a mysterious castle to investigate the last know location of Rudolph von Habsburg only to discover he has been imprisoned inside a painting by an evil Drude. Raul in an attempt to find out more finds himself also being imprisoned inside the Drude’s painting of her manor and now our hero must use his strength and wits to find his way out of the mysterious painting, rescue Rudolph, the true heir to the throne and defeat the Evil Drude.
Here are a few games I have looked at that share a similarity in terms of genre or style I can envision “Melith’s plane” sharing similarity’s too.
Super Paper Mario
The unique part of Meliths Plane is that the game is based within a painting, also explaining why the game takes place in a 2D environment the main feature of the game is that the player will be able to flip the surroundings revealing the hidden side of the 2D plane which will reveal hidden areas and will be the basis of solving puzzles or conflicts. You can see in Super Paper Mario that they had a similar idea. looking more into the puzzle element within this game may give me a better idea of how to approach creating puzzles for the player to solve to progress through Meliths’s Plane.
Terraria is a simple but very addictive game. For a long time I was hooked to this game because the exploration of a randomly generated world left me wondering “what am i going to find down here?” or “how am i going to get out of here?” creating mystery every time you play. The reason i thought to include this game as an interest towards Meliths Plane is because the simplicity of the game, the repeat patterns, pix-elated style and lighting create a very distinctive game play experience i would hope to create in Meliths Plane.
Recently released by Developers “Half Brick Studios” Jet pack Joyride is an incredibly addictive running obstacle game. I wanted to include this game because of the layout of the scenery as its what I can picture for Meliths Plane with it being being very simplistic but very bold and interesting to look at. Also the use of layers in the scenery creates a good seance of depth which will be needed in Meliths Plane as the foreground platform the character interacts with will be flipping and turning so it will be important for the distant scenery to remain relevant and presentable during gameplay.
Shank by Klie Entertainment is the best example of how I would like the combat to work. I feel with my past experinces with action platform games that I dont usually feel any real impact when attacking enemys, its just something i have todo to stay alive and that shank is the exception being very simple and stylish but also holding onto a good sence of impact when fighting your way through the game.
With the actions of the player i want to create a good sense of urgency and for the player to feel really engaged in the combat. The main character in Meliths Plane will manly be depicted as a swordsmen so I want to create a combat system that suggests the lead character knows what he’s doing with a sword. so with the controls there will be multiple swings and strikes the player will be able to use to attack the enemy but also stratergy slice and throw enemies around to get the upper hand in combat.
As the game is based in the 12th century I have researched and took references to the style and design of the architecture and clothing of that time period.
Unfortunately, when me and Richard went to visit it tuned out that the weapons, clothing and armour from the 1200’s had been removed from the museum. I took photos anyway for references that i should be able to use to help me design assets towards the game.
This was just a quick speed painting of a possible enemy in Meliths Plane. I want the enemy’s throughout the game to be varied keeping the player guessing wile playing and to have the opportunity to use strategy and skill.
Here is a concept for the antagonist Melith. with this concept i used some references to try and put together a outfit that would be mystical and mysterious but also has some reference tot he sort of clothing they worn in the 1200’s. I wasn’t too happy with this myself but i think with a bit more work it could be a good design.
Here is another concept of Melith, with this design i again tryed to hold onto the sort of clothing of the 13th century but i decided to take a more tribal approach. I felt open to do this as a Drude being a type of witch I thought it could be justified that she made her way around the world learning about other cultures which would also add to her role as a witch because she has an extensive knowledge of alchemy, sorcery and about the world.
General digital painting of an Orc type character. So far because of the story written by Richard I feel open to create any creatures and monsters for the world in side the painting, inside Meliths Plane.
This is a concept of a cave dungeon area. although it would be a good area for the character to come across within the game I feel the backdrops and such would make creating an entire level design much harder to achieve as its pretty complex in the backdrops. although this is a good starting design of a foreground design.
This is a much quicker concept design of the innards of a castle. A lot of the game will take place in places like this because it will work best to the flipping side of our game because it will be easier to justify back drops with foregrounds flipping to reveal new areas.
Here is an example of a flipping scenario in the game. the player will come to dead ends wile being pursued by enemy’s and feel vulnerably then using an amulet the protagonist receives early in the game will beadle to flip certain plains with in the 2D Plane he has been trapped within. flipping opportunity’s will be hinted at with the use of lighting, obstructions and NPC characters along the way.
I wanted to include a block because I think it will add more strategy making the player think more during combat. When blocking the player will also be able to charge towards the enemy’s using the shield increasing the distance between enemy’s and the player. this action also stuns enemy’s giving the player the opportunity to take on bigger foes or time to heal or perhaps help fallen allies.
default attack deals the most amount of damage but leaves the player unable to maneuver as quickly when attacking.
generally for slicing down oncoming foes.
Used for splitting up enemy groups and picking out certain enemy’s to concentrate on. This attack will throw enemy’s over head and behind the player but this can also be used as a launch attack for the player to deal extra damage in a mid-air attack.
I have been playing infinite blade 2 and I thought it would make a good reference for dynamic events, armour, weapons and scenery
I will be looking and documenting art work that inspires me with my art work and what inspires me to keep wanting to learn more about how to construct finished pieces of art work in 2D and 3D artwork.
I love specifically character design artwork in games,movies and 3D artwork that helps bring characters to life.
Horror art work is what I am mostly interested in because I believe it takes a certain imagination to create imagery that disturbs people in different ways and I will be mostly looking into this in this blog but I am also looking to learn more about character design and composition.
With this Blog I am going to record my findings of useful information, videos and other sources relating to 3D modelling and info of my own progress into this subject. I am a Games Art and Design student and have been mainly focused on 2D art work but now looking to improve my self by learning how to create my 2D art into 3D models to better myself for employment. I will be mainly looking at the process of making polished, beautiful 3D character models as I love the character design that goes into games.
the program I am going to start learning is Zbrush first as it is a 3D modelling/sculpture program i found very fun and entertaining to use and is capital of producing beautiful pieces of 3D artwork.
This site is the home page for Zbrush and you can view a gallery of all pofesional and industry standard art and there is plenty of beautiful and inspiring 3D imagery to inspire anyone to want to create great artwork.
This site is also a very good source of peoples techniques and there finished 3D artwork.
march 22, 2012
I found this very inspiring video of a quick sculpture using Zbrush. My personal favorite art is character design and more specifically creating monsters, I found this video of the development of a sculpture of some kind of armored beast and by the look of the video the sculptor does not use many advanced techniques in the making of the model although I do not know how hard it is to accomplish this level of hard surface detail, but I feel this shows how with a very basic understanding of using Zbrush and Zspheres if you have the creative imagination and patients you can make a fantastic 3D sculpture
From the previous video I produced my own 3D sculpture. I tried to accomplish a hard surface look on the helmet piece but as a hole I think it could have gone a lot worse.
7th april, 2012
I have been following this Zbrush tutorial on how to use the Zsketch feature because I like how it can produce the apperance of natural muscles very easly. I followed the tutorial for my own sculpture and It was looking successful but once I finished using Zsketch I had problems when making an addaptive skin to continue adding detail to my sculpture.
In the end so I could have some sort of final product I exported the basic sculpture after finishing using Zsketching and imported the model into Mudbox so I could create more subdivision without it going crazy from the level of Zsperes i had made. luckly enough this worked (knowing how picky Mudbox can be) i added my detail to the sculp using Mudbox and once I had finished I then imported back into Zbrush to then produce this video of the final outcome.
So from creating this sculpture I have found out the using Zsketch is ok to use in smaller doses from the problems I have had with the topology FREAKING out once I started subdiving my sculpt.
I was told by friends of mine on my course that there is a simple feature to adjust in Zbrush that makes the topology hold its shape when subdividing, especially handy when using Zsketch but I could not find this feature before solving the problem using Mudbox.
I also found this tutorial that would made both of these sculptures much more defined and high detail as it shows how to create different layers on a model. This feature makes it easy to crate clothing and accessories which would make my models more believable and bring a little back story and history to the characters.
I have done a little test sculpture to try making a sub tool just to understand how this affects the model, the only problem I came across was not knowing after you extract from the original sculpt to un-mask the point I wanted to extract causing only the edge of the sub tool able to be manipulated.
I have began to think about creating my final scultps and reading a 3D art magazine (3D art essentials) and an article explaining about successful 3D character model is alot down to a good poly mesh and knowing what you want as an end result prior to sculpting. so I began to thing about how I could create my own human body sculp from the ground up by creating my own basic mesh. I did not want to start with a cube and extrude outwards, so I thought I would start off by making a huamn body shape from Z spheres in Zbrush, create an adaptive skin and import that mesh into Maya for me to start adjusting the topology myself, but as I soon found out though this was a lot more complicated than I had thought and made the model useless to me.
But since then i have began to sculpt my model from the Mud box default man sculpt and I imported that model into Z brush, as I am sure the topology will be to a good enough standard for me to building and designing my models.
I have made my base model for my character, I started by adding detail to the body and making my way to the face and trying to create a distinctive siluette of the character. I tried making a face that could be both seen as both a protagonist or antagonist, then i have began to add sub tools to the model to creating clothes to define it further as a character.
I also changed the material and added some of poly paint just to see it in a different light but I don’t intend to submit this or anything.
I found a really good tutorial on how to pose my 3D model but i found an error in my model when following it, during making my model at some point i had lost the ability to lower my subdivision on my mesh and could not pose my model easily but also realised I could not have my sub tools follow my character model without merging all my sub tools creating too high poly character to use transpose master.
I did look at how to pose my model if everything was working OK with the sub tools.
I found an image to reference for my character model. After using the anatomy book, I found an image I feel i could use and try to mimic the pose as best I can.
I have abandoned my previos model beause i could pose my characters with subtools attached, which is a much un-needed problem i needed. I have made a new model and this time round i am going to only use sub tools once i have staged a pose for my sculpt, also with this model i am referencing a book I have bought to help me with the anatomy and structure which I am very glad i did because with using the book (Drawing Anatomy by Barrington Barber) and the the “clay Build up” tool I have accomplished a very realistic texture and shape to the model.
Now that I have sculpted the body as accurately I can in this pose I have chosen a new outfit design for my model.
I have began extracting out sub tools from the original body mesh to start sculpting the armour. now that my model is in a posed position this makes it harder to keep the symmetry of the design but I think I have done a good job.
I have now sculpted the neck peice and the helmet, I wanted to add some my detail to the helmet to match the armour on the torso to bring it all together as 1 suit of armour.
The fingers of Zbrushes default male model had terrible hands, so I was hoping once I extract the subtool from the hands it will bulk them out and make them abit more… normal.
Lucky enough it did work just enough to make them not stand out of being spindly or an odd shape.
I have had trouble using the extract feature in Zbrush to make the belt and the boots for my model so I made some basic meshes in Maya of both objects. It actually wasn’t as bad as I thought it would be and it turned out quiet easy to make and the topology of the meshes was a lot better than extracting from the original human base mesh making me regret not using this method to begin with.
I have now finished sculpting my model, maybe in the future I will do some some polypainting onto the model but i am happy with the outcome. I feel I have really learnt a lot through the trials and errors through making this model but now I am going to attempt to have a mirrored model but focusosing of changing the features to represent the antagonist as a type of alter ego to my current model.
I have finished my antagonist model and have put both my models to a base and have create a turntable move in Maya of the 2 models
At a later date I may go back and texture the Ground surface below them and continue to add more texture to the model but from this project i have learn alot from the errors i have had when posing and sculpting my model. Using Maya to create basic meshes baring in mind what model you want to create is the best way to approach create a sculpture. I feel what models i create in the future they will be much more stable and organised models with better topology making it easier to do some basic rigging making the model look much more natural in its stances leaving me more time to concentrate on the models finer details.