After finishing the skyline scenes, I went onto drawing shapes in a scene and began adding in detail. The below image is the result of these experiments, I have drawn the force field in a blue hue to illustrate what it and make it clearer to see, I have stayed away from any other colouring because I don't want to commit to anything, making sure the buildings are right before moving onto colour.
Monday, 13 October 2014
Rowan - Goals for Friday + Research
Continue with character concepts
- this time at least two with colour, one of each form (solar and luna)
Research:
Quest Design
Diablo III: Quest, Item and Sound Design
Sunday, 12 October 2014
Research/Goals - Aaron - 12/10/2014
Goals
- Use the resources found in the previous week and begin working in Maya with Unreal ART.
Resources
Research+Goals_Ceri 12/10/2014
Last weeks research
Basic AI Navigation
https://www.youtube.com/watch?v=-KDazrBx6IY#t=318
Third Person Camera Zoom
https://www.youtube.com/watch?v=-Uzzp6-QJpA
Day night cycle using Blueprint
https://www.youtube.com/watch?v=BljC7-xMhHQ#t=40
Goals for Friday
- Research and test Health and Damage systems
Health Bar Tutorial
https://www.youtube.com/watch?v=kRzmKy6aQz4
Tutorial Damage
https://www.youtube.com/watch?v=fjjaps9za5s
- Research and test Behavior tree setup
AI Behavior Tree & NavMesh
https://www.youtube.com/watch?v=VAAHKNoIg0w
by Cameron Keeler
After feedback on Friday it was brought to my attention that the designs for the buildings within our game were too evil/sinister looking. I was then advised to try and mix photographs of architecture for shapes and ideas, this worked really well and has given fresh ideas on the style of the architecture that will be within our game. the images below were created using photographs that had been cut up in Photoshop then grey-scaled and finally made into stamps using the stamp filter, this allowed me to see only their shapes rather than details.
After feedback on Friday it was brought to my attention that the designs for the buildings within our game were too evil/sinister looking. I was then advised to try and mix photographs of architecture for shapes and ideas, this worked really well and has given fresh ideas on the style of the architecture that will be within our game. the images below were created using photographs that had been cut up in Photoshop then grey-scaled and finally made into stamps using the stamp filter, this allowed me to see only their shapes rather than details.
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