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.

Monday, October 28, 2013

Wk09 Maze Design Final Phase


As I stated during the research phase, this maze is our protagonists ship. I spent a good deal of time working on the shading of the environment as well as the 3d and texture. The doors on the left were edited with multiple effects to create a 3d and metal look and texture. I also added some bullet holes to the ceiling as this is taking place during a firefight. Overall I think the design looks very slick and futuristic and I look forward to creating a full-scale maze.

Thursday, October 24, 2013

Maze Research Phase

My maze will have a connection to the game I’ve been making. The maze will exist on the protagonist’s ship as they travel across the universe towards their next match. This is early on in the game so you have not made any updates to your ship yet. Anyways, the competition from Sector 7, our protagonists arch enemies, will be pulling a covert operation in an attempt to attack and kill you. Before you can reach your next match against the Trunkturians from Sector Gamma. (Made all that up on the spot). Anyways as you can see there are 3 levels of mazes. If possible, I will look into a multi-layered maze with the assistance of an elevator or teleported in Maya. The goal of the maze is to reach the command room from your bedroom as you were sleeping when the attack commenced.

The mazes range from easy to hard. I will be doing medium. Even medium seemed a little large so I sliced it in half as you can see with the line going through some of the middle.

Ceiling:

Floor

Door

Wall
 Large Maze
 Small and Medium Maze

Tuesday, October 22, 2013

Building Final



The reason I loved this image so much was because it game me the ability to not only use what we have learned in class about cubes and shading, but also it gave me the chance to alter pieces of it where I saw fit. I could use the shapes the image produced as groundwork, and then put it my own artistic touch. I kept a lot of the larger shapes and stuck to a moderately strict color pallet. Shading was used in detail and shadows were put in where fit. To create the mirror illusion on the floor, I copied the image I created and flipped it while lowering the opacity. For the background, I used an animus image in place of the never-ending blocks. The image came out very well. This took a very long time.

Thursday, October 17, 2013

Pixel Art Final + Building

I used what we've learned for shading to create a shadow on the sphere. I also used the shadow techniques we learned in class to pixilate it even more. as for the building, I found this concept art for Tron. I really enjoyed the block style for the background. it makes the appearance that they are moving. Since part of my design for the arena is these moving blocks, I thought this would be a good one to work with. gonna take forever to sketch.



Tuesday, October 15, 2013

Ball Trace

Since my game will be revolving largely around ball, I thought it was only right to trace a ball. 

Thursday, October 10, 2013

Logo final

I wanted to have a moving logo to follow what will be the constantly moving platforms. The color scheme is continuing in usual fashion. the tile itself will be rotating around the symbol of Grav-Ball. I placed an arrow in the middle which will also be rotating to kind of show the level of gravity that exists in the arena. The whole thing is moving because, in my mind, since the symbol will be all over the stadiums, it should be rotating to add some character to it. There was troubleshooting when uploading the gif unfortunately.

Thursday, October 3, 2013

Logo design








The goal with my logo is to create an image that will be viewed as the universal symbol of Grav-Ball. Like Assassins Creed and Portal, the logo is going to be everywhere. I want it to have some reasoning to its design but like many other games, the logo is just a symbol that comes from complete imagination. I want to incorporate the ball into the image and I also want it to follow the color scheme I’ve been creating so far. The final product I think will also be animated. I like the idea of having multiple levels of the image that are rotating to create like a gear effect. If it looks very authentic I might incorporate the logo as an actual artifact in the game as part of the story. It ay even be a weapon or something as well. Currently my Photoshop files are just experimenting with concepts of shading and circular designs.