As the Title of the this post would suggest, for the first 2 weeks me and my fellow game designers were tasks in creating a game reflecting a personal opinion of our. This at first proved difficult for me as I never really thought about projecting myself within my own work.
Horizon
Horizon is a Game I created that centres around my own personal experience prior to studying to become a games developer. Where my life felt very secluded and inside what felt like a bubble up until I started traveling where my perspective and view on things completely changed.
The game's Style is heavily influenced by crossy roads as the style was easier to accomplish in the short amount of time that I had will still holding onto the basic idea I was looking to achieve. Another aspect that I borrowed was the art style of David O'reilly, famous for his low poly and while animated films and is someone id very much like to follow on with in terms of art styles.
Speed Modeling
Although this task was set for only a week I still decided on created a fully 3D world, but still hold onto basic cartoon like aspects to give it a more light hearted feel. Due to the short time period this set up a huge risk in completing the game but still decided on it as I felt confident that id be able to finish the game on time.
This time pressure helped me achieve faster asset creation, putting my modeling skills to the test while still holding on the same basic art style that the game followed.
This time pressure helped me achieve faster asset creation, putting my modeling skills to the test while still holding on the same basic art style that the game followed.
Magic Cube!
While chugging away at my game, learning to apply Composition, layouts, lighting and set the overall mood to convey my message of isolation to expansion, I begun researching the ability to create, handle and deform meshes.
This I felt if i'm able to get downpat, would greatly improve what im capable of doing in terms of gameplay, not being restricted by static objects but still have high dynamic meshes that react with the surroundings.
This I felt if i'm able to get downpat, would greatly improve what im capable of doing in terms of gameplay, not being restricted by static objects but still have high dynamic meshes that react with the surroundings.
The above Images is a Cube mesh constructed purely from C# code, and while creating that I tested out more refined collision system that detects more precise points of where a object comes in contact with another object, and this is small steps to creating more reactive meshes within future projects
Rigor Mortis II
Prior to and during my holidays I begun learning how to do rigging with Maya and Max, Learning the basics and building upon them to help in future projects.
The Gif Above is a Dynamic Compound Model with parts that can be swapped out, this is the same basic system that Games Such as World of Warcraft and other MMO's use to create customizble characters