Wednesday, 19 June 2013

Other Assets

As well as producing the guards i made a serious of other assets for the game which are stated bellow. For each asset i sketched an idea first to get a rough idea of what direction i was heading then proceed to model and animate if needed the structure in maya, then texture in mudbox.

Chain//

I designed the chain to hold up the lights in the game. The lights are one of the crucial elements in the game, as they appear often and are used frequently in order to solve puzzles. I thought making the rope that held the lights up a chain would suit the feel we were going for in the game, and help add to the atmosphere. Sound effects where also added when the lights were engaged which enhanced the chain's appearance. We also did textures for both worlds, making the bottom world texture darker and more mysterious. Suggesting that it is set in an decayed future time zone.





Light //

The lights were also simple, as they had to be recognizable to the players. the original design didn't have a spit in the side. I added the split as to see more detail and to get a more 3D form, as the angle which the player views the light limits this. For the bottom world the texture is again more dark and rustic and less shine.






Elevator //

For the elevator kept it simple, open and close animation, and didn't make the model too complicated so players could recognize it right away, as it symbols the end of a level. The texture was just simple block colors done in maya. 






Elevator Pipes//

The elevator also needed a pipe that it would travel up in the Video Richard was going to make, also to add depth in the game itself. 




Springs//

The springs are used during the game to help slove puzzles, using weight distrubution. They neeed a two spring animatuions to help inforce to the player what was happening, helping them figure out that weight was a contributing facter to the solving process. For the puzzles in the game we use a lot of springs. And we made a design decision that all interactive objects should be colored red, making this trait more obvious during game play



Platform//

Platforms, that help carry the player across sections were also needed, these were designed to look like the end of diggers/ lifting machines you would find in a factory. For the texture we just used the same as the spring, to help make the connection to the player that these are interactive objects



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