Pre-visualisation clip.
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Pre-visualisation clip.
DES 102 Week 5
When I was creating these characters, I spent the two hours in lesson time just writing up ideas for them, as I do not think I am very good at art and rendering my ideas to paper (or screen). I didn’t really intend to use 2 hours on this but that’s what I did. I will include all my writing in the Read More section, but here is the information requested.
I chose a post-apocalyptic setting, mostly based on the book series Mortal Engines, a series set after a nuclear apocalypse destroyed the world. The series starts off with a group of people living in the wreckage of London, which is almost exactly the basis of my character design location as well, with the minor difference that in Mortal Engines, cities are mechanical, and move around like giant animals, eating each other for resources.
I’m really ashamed of the quality of my images, and designs, and ideas. So, sorry.
I started with creating the vague body shapes of the two characters. At this point I realized just how similar my concepts were to Roadhog and Junkrat, two apocalypse survivors who live in a destroyed city and travel around together, from the game Overwatch. My main excuse for this is that their archetypes are so, so common that it would take a long development process to make pair of characters where the main contrasts are weight and height.
These characters are yet unnamed, and little detail can be made from these images. The left character is designed to be more square in visual design, to represent how set in her ways she is, and how she doesn’t want change. She is sturdy, and capable of taking hits, and her two main weapons are a pair of industrial strength scissors and a crowbar. She does not use these much for melee, instead they are used in dismantling nearby rubble to use as makeshift bludgeoning weapons.
The character on the right is designed to look a lot more unbalanced, and top heavy, to represent how she wants to change the world and does not mind if that changes her too. Her tools are her backpack, which she uses to store materials she has scavenged, and her spanner, which is used to create small simple robots that become brief allies in fights.
I haven’t learnt much about Illustrator since last week, just that layers are much harder to manipulate. In all honestly, I just wanted to get the visual designs over with as soon as I could because I hate drawing, but I don’t think even with more work the characters would be much improved.
Below are all my notes that I wrote down when designing these characters. It’s in Read More cause there’s a hecky dang lot of it and you might not want to waste your time.
DES 102 Week 4
My high concept for this brief was an espionage-based game, with my basis for it coming from what little knowledge I have of the Metal Gear Solid games. I wanted the player to infiltrate some sort of shady facility, acquire information through a set of computer terminals, and escape, all without being caught. In spy games, there are two main play styles: ‘Avoid the guards to not get caught’ and ‘You can’t get caught if there are no guards’. I decided to use elements from both of these, giving the player a stun baton in the small building in the bottom right corner of the map. This has 3 charges in it, so the player can disable any unsuspecting NPC, but you have to strategically choose who to stun, and be sure not to leave an unconscious body lying in view on another NPC. Another mechanic I employed was different tiers of unlockable doors, with each door in the facility requiring a different level of clearance card, ranging from 1 to 3. The cards can be obtained from locations stationed around the map, either on the person of NPCS or nearby, requiring a large amount of stealth to progress through the game. Finally, most guards have a low range of vision, but there are some areas where exploration without cover is impossible, and these are marked in pale red. �
Before this week, my experience with Illustrator has been very limited, due to any project I faced where I could use it, I instead turned to Photoshop as it was easier. The few times I had previously been forced to use Illustrator, I hated it. It seems very similar to Photoshop, but has so many more limitations for you to learn how to work around. This attitude has not changed. I think Illustrator is difficult to work with, at the very least for the purpose of creating a technical map. It may be good for people making digital art, it may be good for people with drawing pads, but I am neither of these people and I hate Illustrator.
DES 102 Week 3
This week, our task was to make a mock up screenshot of a game, and the game type I chose was side-scrolling beat em up. This was the option that I have had the least experience with, so I thought it was an interesting challenge to take up. I started with finding a wall that I could tile, which was surprisingly more difficult than I expected as no real-life wall is flawlessly structured.
In the end, while the seam lines of where the wall connects are overly visible, there is still a repeating pattern which could be avoided next time if I used at least 3 different wall tiles and randomly placed them. There would still be obvious tiling, but it would look less bad. Next, I created the window and door sprites, which can be placed on any tile to change it’s appearance from a wall to an entrance or platform. Finally, I found an image of a pie as some sort of collectable, and reduced it vertically, to make it seem more like it was sitting on the windowsill.
I did not save the individual pie art .
DES 102 Week 2
For the photobash exercise, I decided to go with the prompt of ‘Darkwood - A high fantasy enchanted forest inhabited by a society of dark elves.’ I started with finding the right sky, and I looked through several different space images before I settled on a rather plain image of the nightsky, which I then put a pink gradient on top of, then reduced the opacity to about 25%, to give it just the slightest tint.
I did the same with the moon, finding a normal coloured image and then tinting it pink. I used a small circle of grain, reduced to very low opacity, to make the moon rays, and I bent the tree images I found to give some kind of concept of a clearing in the middle of the forest. Most of what I did today was with gradients, opacity and the Free Transform tool.
Not very intelligently, I didn’t save the images I used to create this bash, so the only originals I have are the images untouched by my editing, like the night sky. This is something I need to get better at remembering to do.
DES 102 Week 1
The basic idea for my game is an under-sea puzzle game, where you adventure across small coral cities solving a number of puzzles per level. You play as a small seahorse/mermaid, moving objects and climbing obstacles to collect and place gems around the locations.
My first moodboard is to represent the colours and patterns found within the game. Because it’s underwater, I will be using a lot of blue for areas that the player doesn’t need to focus on, but will use reds, yellows and green in explorable areas.
This board is to show the location aesthetics I plan to use, with a ‘city’ (level) being a coral structure. All levels will be in the same reef, in the same way Mario Galaxy has multiple levels in one system. This will tie all the levels together.
For character, I started with the basic idea of the Splatoon characters, focusing on the childish proportions. I progressed to a somewhat mermaid-y concept, with seahorse elements as well. I got very hung up on hairstyle, I like the idea of androgynous hair for any game character I make so that was a major influence.
Photoshop is one of the few programs I came to Abertay with a decent knowledge of already, so in terms of new knowledge obtained I haven’t learnt anything. However, tools I practised with include the eraser, multi-select, and the move tool. It’s really hard to talk about this stuff as if it’s revolutionary, it’s as simple as it gets really. I guess I can include google image search tools, I used Colour and Size restrictions to make sure my moodboards had a nice colour scheme, and also to assure that most of the images were high quality resolution.
Storyboarding Can Save You A Lot Of Bother & Here's All You Need To Know To Get Started!
0SHARESshare on facebookshare on twitter If there’s one stage in pre-production where you get an idea of how your film is going to actually look like, it’s after you finish storyboarding. Storyboarding is a powerful way to visually represent the script, which has been in a verbal form so far. Storyboards are the first step towards translating the words into visuals with…
Storyboarding Can Save You A Lot Of Bother & Here’s All You Need To Know To Get Started! was originally published on Jamuura Blog