Wednesday, December 11, 2013

Wk14 Final Project Final Phase

So this is it, the end. I decided to update the building I made a while back. To start, I gave the entire structure a darker color to match some of the background and contrast with the light and dark orange highlights. I also added a pulse to each of the white lights on the image which includes an inner light blue streak and an outer glow. Each one is on its own timer. When it came to moving pieces of the image, I took it upon myself to create a background behind each of the moving pieces. This way once they moved it would appear that there is actually more blocks behind it. Within each of the moving pieces is a holographic structure that moves on its own. This is a reference to one of my oldest moodboards. All in all, this took quite a long time to complete and it feels good to conclude with this project.

Thursday, December 5, 2013

Wk14 Final Project Concept Phase

For my final i will be upgrading my building design. I am going to turn the entire image into an animated arena designed to be more like the final game design. many of the currently stationary cubes will begin to move throughout the image. many of these moving objects will also be holographic in the spirit of what I created for the main menu page of my most recent project. The goal is to have more on the image moving than stationary at its completion. the full length of the animation which will be looped will probably be around 10-20 seconds. 


Tuesday, December 3, 2013

Wk14 Upgrade Project Part 2


here are the first two pages of my main menu. both have a quality of 70% to fit on blogger. below are jpegs of the gifs. on the press start page, we see animated lightning with a ball in the middle. the ball is constantly changing and the press start button is flickering. this was meant to just serve as the intense title screen. i wasn't trying to reveal much about the game with this shot. the next gif on the other hand showcases a potential arena in the back with moving platforms containing the selections. i was going back to my roots here as way earlier in the course i talked about having platforms with other dimensions in them. i am very happy with how these turn out and feel they are both unique and entertaining.

Thursday, November 21, 2013

Wk13 Next Upgrade Concept Phase

For this week I am going to upgrade my title screen. The goal is to have a more minimalistic design to it with a stronger focus on little details and animation. I was thinking something along the lines of each option changes what you’re looking at in the main screen. I would use the timeline to do this in some way. The title screen in my mind for instance might just be a close up on a hand holding one of the balls, or possibly the arena. Then once an option is pressed, it will zoom in or fade out or pan to another screen, which will then have its own list of options. Each page will have its own focus so there wont be too much going on each page but it will look more professional than my current one. 

Tuesday, November 19, 2013

Wk13 Upgrade Project

This is my upgraded logo design. The title and arrow continue to rotate around the 2d plane. At the same time, each other piece has been separated form each other layer and is moving freely on its own in a designated direction on the 3d plane. This creates 10 separate objects rotating in 3d with 2 rotating in 2d. The quality of the gif had to be dropped to 70% to allow it to be put onto blogger.

Thursday, November 14, 2013

Wk12 Upgrade Research Phase

For my first upgrade, I will be attempting to alter my logo and make it more 3d. Currently, when animated, my logo rotates to simulate zero gravity. But I want it to have a more gyroscopic feel to it and therefore want all the rotating pieces to rotate in a 3d fashion. I am also contemplating changing the edges to a light blue glow like the title. I also may remove the blue areas within the logo and replace them with more transparent shapes also with the glow around them.

Tuesday, November 12, 2013

Wk11 Maze Texturing Final Phase

 After all the glitches as a result of my insane idea of making the entire thing using 3d substances, it is finally done thanks to the help of Professor Nersesian. It came out very similar to my original idea. As you can see there is a starting room with 4 paths leading out. Along each path there are 4 openings one of these openings leads to teleporter room with its own substances and color scheme. The fire has lava flowing, the forest has grass growing, the ice world is snowing, and the spirit world theres now way of knowing. Anyways the ice temple is the finished product of a teleporter chamber, each will have its own elemental twist to it. 6 floor types and 6 wall types were used to create this maze each with its own design and 3d feel. Thanks again professor for saving hours of work.






Thursday, November 7, 2013

Wk11 Maze Texturing Concept phase




So I decided that for this more fleshed out maze I want to do something a little more vibrant and ancient in terms of art direction. I will also be remaking the maze and will have a new design attached. There will also be a new story arc. The maze will be less a maze and more a central hub for the player to return back to as he completes missions in each of the 4 zones that he will be able to travel to and from this position.
A man wakes up in a dark room. A medium sized room. He has no idea how he got there. The night before he was celebrating a wedding with his tribe. This is a period story. Anyways he notices that the only light coming from the room is a sphere that appears to be suspended in mid air from the center of the room. After about 10 seconds of staring at it, it illuminates the room. The textures of the room are temple like. Ancient stone floors and walls and a ceiling that may be so high up it is not visible. Anyways there are 4 opening in the room, one on each wall. The man can travel down any path. Each leads the player through a slight labyrinth. At the end, there will be a small room than the starting one. Each of these rooms will have another suspended object, this time a ring. Exuding from the ring will be one of 4 elements to symbolize the worlds they will send the player to. Most likely the rings will be fire and lava for the volcano world, ice and snow for the water, grass and foliage for the forest, and lightning or some sort of metaphysical element for the spirit world. As the character continues to walk, the textures on the walls and floor of the paths will begin to change and become more like the element the path is leading to. This will help the player navigate the maze with ease.
I am drawing on the 2008 prince of Persia game for inspiration on this one. The game had a cell shading art style and had a similar idea in terms of 4 different zones only there was no teleportation’s, and the central hub did not have any link to the other zones.

Tuesday, November 5, 2013

Wk10 Maya Model Final Phase

These are the final results of the maze. I enjoyed keeping a lot of the background very dark as it adds to the sense of space. The maze, existing on a ship, felt more real if I did not add ceiling panels to form a perfect rectangular shaped maze. the final room acts as the end of the maze with the door in it leading to what would be the command deck. The maze starts at the small door in the beginning. doors, windows, and tears in the wall are littered through the maze to create a more random and less uniform look.


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Wednesday, October 30, 2013

Wk10 Maze Modeling Concept Phase










Well here are all the images i plan on using and here is an image of them rendered in maya. i have half wall and double walls that feature doors, windows, and decay.