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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