Here is the final version of Tom Granger with his weapons and armour. I can say I'm quite happy with this assignment as I put more attention to detail in the armour and related the deisgn to the character's description in the book.
Friday, 25 January 2013
Weapons and Armour Design (DD1101)
For our new task with Mark we must cdesign a set of 4 weapons and accompanying armour with one heavy weapon, one standard wepaon, one light weapon and one concealed weapon.
I have decided to create a sort of futuristic samurai armour and weapon set so he will have weapons such as a crossbow, katana, and cannon.
I have made a start on the katana which is filled with superheated plasma surrounded by a metal alloy that can withstand the tempreture but also conducts the heat so that the sword can cut through objects with much more ease.
I have decided to create a sort of futuristic samurai armour and weapon set so he will have weapons such as a crossbow, katana, and cannon.
I have made a start on the katana which is filled with superheated plasma surrounded by a metal alloy that can withstand the tempreture but also conducts the heat so that the sword can cut through objects with much more ease.
Tuesday, 22 January 2013
Leeds Royal Armoury (DD1101)
Today we paid a visit to the Leeds Royal Armoury where we were given some time to handle a variety of melee and ranged weapons so that we could get a more accurate idea of how these weapons would work with our next task.
An example of this is how heavy they are since some games have a single character carrying an array of weapons which would be impossible in reality. They require a large amount of strength to be wielded for long periods of time.
Below I have posted some images of the trip so that you can get a better understanding of what we came across. Just to be clear - ALL WEAPONS WERE BEING HANDLED IN A SAFE ENVIRONMENT UNDER THE SUPERVISION OF QUALIFIED STAFF IN THE MUSEUM. NO LIVE ROUNDS WERE USED OR PRESENTED DURING THE DISPLAY. THIS WAS PURELY FOR EDUCATIONAL PURPOSES.
An example of this is how heavy they are since some games have a single character carrying an array of weapons which would be impossible in reality. They require a large amount of strength to be wielded for long periods of time.
Below I have posted some images of the trip so that you can get a better understanding of what we came across. Just to be clear - ALL WEAPONS WERE BEING HANDLED IN A SAFE ENVIRONMENT UNDER THE SUPERVISION OF QUALIFIED STAFF IN THE MUSEUM. NO LIVE ROUNDS WERE USED OR PRESENTED DURING THE DISPLAY. THIS WAS PURELY FOR EDUCATIONAL PURPOSES.
Monday, 21 January 2013
Game Design Document (XB1000)
For Stephen's next assignment we are to create a six page game design document for a game based on a cartoon from the 1980's. We were all assigned our own unique cartoon with which I received Darkwing Duck, a spin-off series to Duck Tales broadcast on Disney Channel.
The game will be a 3D sandbox game, a mix between games such as Ratchet and Clank with Batman: Arkham City for purchase on the Xbox Live Arcade and the PlayStation Network and will follow a plot created by me using the Darkwing Duck universe. Players will take the role of both Darkwing himself and his sidekick LaunchPad McQuack who have different play styles.
Below are some notes I wrote to give a round up of the plot and some other game aspects:
Darkwing run round, shoot, fly, take side quests, like ratchet and clank and Batman AC
The game will be a 3D sandbox game, a mix between games such as Ratchet and Clank with Batman: Arkham City for purchase on the Xbox Live Arcade and the PlayStation Network and will follow a plot created by me using the Darkwing Duck universe. Players will take the role of both Darkwing himself and his sidekick LaunchPad McQuack who have different play styles.
Below are some notes I wrote to give a round up of the plot and some other game aspects:
Darkwing run round, shoot, fly, take side quests, like ratchet and clank and Batman AC
Launchpad
controls aircraft, shooting challenges
Fearsome Five
steal Darkwings daughter, Negaduck In slime form, turning townspeople into evil beings, turns out they are decoys,
F.O.W.L used them as a distraction so they could successfully summon the demon
Duckthula, they cannot control it, team up with darkwing to seal him back up
Bosses cater
differently example, Quackerjack has metagames using toys
Sunday, 20 January 2013
SDK Complete Textures (XB1134)
Below are images of both my finished texture map and the textures as they appear on the model, overall I am happy with what I have produced although my experience with creating textures for clothing could be improved.
Friday, 18 January 2013
Tom Granger Design Sketches Cont. (DD1101)
In Mark's lesson I have drawn a second armour set for Tom Granger's character. This is a more magical looking set which has more pronounced edges and mystic shapes.
The crystal embedded in the middle of his chest feeds power through the nerve armour so that Granger can gain increased movement speed to counter the effects from brine.
I also began drawing the body and face for the final concept of Granger which I can say I'm happy with.
The crystal embedded in the middle of his chest feeds power through the nerve armour so that Granger can gain increased movement speed to counter the effects from brine.
I also began drawing the body and face for the final concept of Granger which I can say I'm happy with.
Contra (DD1000)
Contra is a series of 2D (and 3D in some future sequels) side scrolling shooter games, similar to the Metal Slug game series that has been around since the late 1980's. They were created by Konami, a Japanese developer who have made many other series, Castlevania, Metal Gear and Silent Hill being among the most popular.
I've managed to try out two games in the series, the original Contra game and its newest interpretation, Hard Corps: Uprising, as they are both available on the Xbox Live Marketplace along with a free trial version.
In the original game, the player controls a commando who uses firearms to dispose of enemies which include machinery and creatures. The game is essentially run and gun meaning the character is constantly moving along the level while shooting down enemies and dodging their return fire. Some levels have a '3D' perspective although the world is still perceived in 2D, with the character running towards the background while using the same mechanics as before. Powerups can also be found in levels to incraese damage and health statistics. I found the game quite enjoyable.
The latest game in the series takes a different approach by becoming more over the top. Anime visuals are used rather than the more realistic approach that the previous game used along with 3D objects. I much prefer this game as the visuals are a lot more stunning and the game plays more smoothly. Weapons also have different firing patterns which can be alternated to adapt to various situations. I had a fun time playing this game.
I've managed to try out two games in the series, the original Contra game and its newest interpretation, Hard Corps: Uprising, as they are both available on the Xbox Live Marketplace along with a free trial version.
In the original game, the player controls a commando who uses firearms to dispose of enemies which include machinery and creatures. The game is essentially run and gun meaning the character is constantly moving along the level while shooting down enemies and dodging their return fire. Some levels have a '3D' perspective although the world is still perceived in 2D, with the character running towards the background while using the same mechanics as before. Powerups can also be found in levels to incraese damage and health statistics. I found the game quite enjoyable.
The latest game in the series takes a different approach by becoming more over the top. Anime visuals are used rather than the more realistic approach that the previous game used along with 3D objects. I much prefer this game as the visuals are a lot more stunning and the game plays more smoothly. Weapons also have different firing patterns which can be alternated to adapt to various situations. I had a fun time playing this game.
Monday, 14 January 2013
SDK Texturing Cont. (XB1134)
In todays lesson with James I created the face for the SDK. I think its turned out quite well as ive included depth using different colours and made a convincing beard.
I'm now moving onto the body and I will possibly put a kanji tattoo on his right arm.
I'm now moving onto the body and I will possibly put a kanji tattoo on his right arm.
Saturday, 12 January 2013
Tom Granger Design Sketches Continued (DD1101)
Carrying on from where I left off, I drew the first costume design for Granger. Considering that the amour is connected to his nerves, I envisioned him in a sort of jumpsuit with wires visible across the suit that link to the nerves. I think this design may look a tad out of place as it has a more futuristic look.
My next design be a bulkier set of armour with cogs and mechanisms partly visible the book does describe the armour being mechanical so I think this may be a more relevant design. I have decided to use the face that I designed at the start for my final design as I think it suits the character and how the affects of brine have deteriorated his aesthetics.
He is also holding the replicating sword in one hand and an unmer pistol in the other. In the book, the unmer are said to have two different kinds of sorcery related to weaponry; Brutalist and Entropic. Brutalist sorcery uses the movement of energy to destroy foes while as Entropic sorcery concerns the creation and deconstruction of matter.
The pistol has a Steampunk design with unmer crystals used as ammunition which provide energy to vaporize target. The Replicating sword looks like a normal man made blade with some embellishments of unmer design.
Finally the blood red shield strapped to his back is of a diamond shape and has an odd shape, also in the form of a crystal.
My next design be a bulkier set of armour with cogs and mechanisms partly visible the book does describe the armour being mechanical so I think this may be a more relevant design. I have decided to use the face that I designed at the start for my final design as I think it suits the character and how the affects of brine have deteriorated his aesthetics.
He is also holding the replicating sword in one hand and an unmer pistol in the other. In the book, the unmer are said to have two different kinds of sorcery related to weaponry; Brutalist and Entropic. Brutalist sorcery uses the movement of energy to destroy foes while as Entropic sorcery concerns the creation and deconstruction of matter.
The pistol has a Steampunk design with unmer crystals used as ammunition which provide energy to vaporize target. The Replicating sword looks like a normal man made blade with some embellishments of unmer design.
Finally the blood red shield strapped to his back is of a diamond shape and has an odd shape, also in the form of a crystal.
Friday, 11 January 2013
Tom Granger Design Sketches (DD1101)
Today in Mark's lesson we commenced the draw a character from a brief task by drawing some preliminary sketches of our given character. I was given Tom Granger in his armour that he acquires in the final pages of the book.
I made sure to remove hair and make his skin hard and wrinkled due to the effects of brine. The armour will be quite tight fitting as it is connected to his nerves and have some mechanical valves potruding from certain areas. He will also be holding the replicating sword aswell as a red shield.
Below is the start of my sketches with more to come soon!
I made sure to remove hair and make his skin hard and wrinkled due to the effects of brine. The armour will be quite tight fitting as it is connected to his nerves and have some mechanical valves potruding from certain areas. He will also be holding the replicating sword aswell as a red shield.
Below is the start of my sketches with more to come soon!
Thursday, 10 January 2013
Sea of Ghosts Character Descriptions (DD1101)
Becoming familiar with the characters in the book, I have written descriptions for a selection of them. I've used what Alan Campbell described himself in the book but I have also added my own little details which is how I envisioned the characters as I read through the pages.
Tom Granger
Wiry, tough looking (square face, rugged features), ungainly
(no grace) and a cap of brown hair – neat, Oversized joints, bulky but not
huge, grey spots of sharkskin one side of his neck, pale blue eyes, solid and
hard as glass, raggedy appearance doesn’t suit his rank
Creedy
Ape like appearance, huge (bigger than Granger), small black
tattoo on his hand, maybe a shovel, clockwork eye, unattractive aesthetics,
wears uniform, a combination of armour and leather, lots of buckles, straps
etc, scruffy appearance
Dragon 1 (Yva)
Sixty feet in diameter, short limbs, blood-red eyes,
serpentine appearance, armour suited to its odd shape, white/silver plates,
much like humanoid armour
Ianthe
Same hair and skin as Hana, almond shaped face, a tiny bump
in the bridge of her nose, strong line of her chin, pale blue eyes, similar to
Tom
Hana
Striking young woman, full lips, short length black hair,
olive skinned and a slender nose, overall slim figure, wearing peasant rags
covered in filth and torn, surprisingly fine footwear, boots
Dragon 2
Enormous female, Coloured brown, Meat swollen belly (fatty,
lumpy), black teeth “old as fossils”, Dull scales (matt surface, dull brown
colour) encrusted with rime (green/brown crust), Claws are yellow “like a
smokers teeth”, eyes molten yellow, raging/insane
Ethan Maskelyne
Tall and lean ‘cadaverous’ face (bags under his eyes, looks
close to death) skeletal appearance, brine sports on back of hands, green/ember
eyes, Wears rich, fashionable clothes, embroidered tunic
Monday, 7 January 2013
Arm Texture (XB1134)
Just a couple of screenshots of the arm texturing. I think the shading is quite good and defines the models muscles well, The shoulder shading may need altering to a slightly lighter colour but I'll see when the whole model is finished.
I'm going for a sort of cartoon/semi realistic look, similar to the graphical style of the Darkness 2 game.
My Texture (XB1134)
Below I have shown the original finished textures for the strongman model and then below is my own set of textures. I have decided to change the man's skin colour to make my et of textures look dissimilar.
So far I have done both arms and am proceeding to add a tattoo to the models right arm. I may also add other tattoo's such as 'angel wings' on the models upper back though this is subject to change.
SDK Texturing (XB1134)
Our new task for James requires me to download an SDK from the polycount forums in order to create a hand painted texture for it. We could choose from a variety of character models including a goblin, knight and a woman ninja. I decided to do the 'Strongman' as I think he is the best looking model and he remains simple.
The download comes with a texture sheet which I will use to create my own style, At the current time i'm thinking of changing the characters skin colour, his facial hair, the pattern on his uniform and maybe give him some tattoo's.
Below is an image of the character with Jonas Georgakakis own textures implemented:
The download comes with a texture sheet which I will use to create my own style, At the current time i'm thinking of changing the characters skin colour, his facial hair, the pattern on his uniform and maybe give him some tattoo's.
Below is an image of the character with Jonas Georgakakis own textures implemented:
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