Friday, August 6, 2010

Summer '10 Design Journals

Advanced Prototype

Week 1: Worked on the textures for the different buildings, on this week we got the thought of templated textures. We got some rough templates. created a tile-able texture template for the metal of the buildings

Week 2: worked on the buildings applied the template for textures. Got assigned the mech for animation.

Week 3: Did the animations for the driving and the turn for the mech.

Week 4: I finished the tweaks to the driving animations and added some more animations I.E. Turn and getting up.

Week 5: Fixed the turn a bit and did the getting and shooting animations.

Week 6: Did the get up animation tweaks. and victory/defeat animations.

Week 7: Did the alternate victory animation and tweaked other animations as well. fleshed them out a little more.

Week8:
Added the right turn, re-did the shooting animations. Did the dodge right animation. Tweaks to the backflip (alt) victory animation.

Interior Spaces and World

Week 1:
Thought up the three concepts for the pitch: the underground free running facility, the labyrinth made of glass with Pandora's Box, the undercover War Room under the pool in suburbia.

Week 2:
Boxed in the the whole area, IE: I did the underground war room, the pool that it is hidden under, the ground surface, and the house.

Week 3:
Created assets for the the war room, chairs and desks etc, work a little more on the layout of the underground facility.

Week 4:

Monday, April 19, 2010

Design Journal for Adv Level Design/Game Prototyping

All right I will be posting my design journals (what I've done) for those classes here on my blog, since I decided to keep them online instead of just doing a word document.

Advanced Level Design

Week 1:

This week Team Narwhal decided on four level concepts and each member was assigned a level idea to concept for. I chose to do the level design for the level I came to call Thor's ascension. I had concept out some assets the main character and the level layout, which included placement of the assets and bonuses.

Week 2:
The level design that Team Narwhal had deemed Sundance Samurai (good job Ian!) was picked and we were tasked with the assignment of creating full color assets and a Detailed level layout. I was entrusted with the task of concepting: the main character, the geisha burlesque dancer, and the end boss. Along with them I was also in charge of concepting out these assets: sushi, jade dragon, and chandelier.

Week 3
Modeled out the assets. I.E. collectibles and the such.

Week 4-10

textured the assests, set up the unity file and created presets, modeled a couple more collectables, skinned and animated the main character.

Week 11

Prepared for presentation.

Game Protoyping

Week 1:
This weeks assignment was to concept out some mech designs for the Mech Racer game we are creating, I created the "Speedsta" mech, the "Crazy Fox" mech, and the "Unishark" mech.

Week 2:

Learned different vocab for racing, put together 3 concept tracks for the game. utilizing the unique traits the level design team had created.

Week 3:

I designed tracks with the focus' that were seen as most "tubular" as the saying goes now and days. I focused on width of track, placement of secret pathways and the modular aspect of tracks. I also thought up of a hotwheels race track type of deal for the game. As well as being able to land on your opponent.

Week 4-10

helped come up with final type of modular track, did the unwrapping of around 34 tracks, started the textures for the tracks assigned to me. Layed down the base textures for the tracks. incorporated the template asphalt and added the rust and metal templates for the tracks.



Friday, January 15, 2010

And the Tree grows!




So I created a bookmark and gave it as a Christmas gift to my friend and she loved it. I had other copies of it and decided to enter it into a student juried show that my school holds every year. So, here's to getting into the show! hope you guys enjoy.

This was created in photoshop using a wacom tablet.