It took a long time but I finally finished my biome. I actually pretty happy with it as of right now. I might tweak some things here and there down the road for portfolio but other than that I'm pretty satisfied.
Matthew Trammell's Gateway to the Multiverse!
Wednesday, October 2, 2013
Oregon Redwood Forest Biome
It took a long time but I finally finished my biome. I actually pretty happy with it as of right now. I might tweak some things here and there down the road for portfolio but other than that I'm pretty satisfied.
Wednesday, September 18, 2013
Stylized Redwood Forest Biome!
Monday, September 16, 2013
Finished Character Designs!
Monday, September 9, 2013
Game Mechanic Designs
UDK Game Mechanics
Disclamer: These are UDK assets. I just used kismet functions to design the game mechanics.
Telekinesis
Concept statement: The force is with you!
Possible setting: Space station, in spaceship, or on a planet other than earth.
Time period: Future
Brief back story ideas: You play a test subject with enhanced telekinetic abilities trying to escape from his/her captors testing facilities by defeating enemies and solving puzzles.
Rough obstacle ideas: Bridge that needs to be pulled down so the player can cross. Objects that deal damage to enemies. Knocking down obstacles in the way. Lifting or pushing obstacles that are in the way.
Rough sketch of mechanic in action:
Drop Block
Concept statement: Build, survive, and conquer.
Possible setting: Old Ruins
Time period: Present
Brief back story ideas: You play an adventuring archeologist lost in an ancient tomb of horrors. With a magic artifact you found deep in the crypt you can conjure objects out of thin air to help you solve puzzling obstacles in your way.
Rough obstacle ideas: Staking blocks to climb over obstacles. Summoning blocks to guard against enemy attacks. Drop blocks on objects to solve puzzles.
Rough sketch of mechanic in action:
Fortress Bash
Concept statement: Bash and smash your foes stuff
Possible setting: Medieval time of chivalry
Time period: Past
Brief back story ideas: Lob heavy objects at your enemies fortress. Destroy all their stuff!
Rough obstacle ideas: Enemy players. Towers and wall in the way of your goal.
Rough sketch of mechanic in action:
Disclamer: These are UDK assets. I just used kismet functions to design the game mechanics.
Telekinesis
Force Push
Force Pull
Force Singularity
Concept statement: The force is with you!
Possible setting: Space station, in spaceship, or on a planet other than earth.
Time period: Future
Brief back story ideas: You play a test subject with enhanced telekinetic abilities trying to escape from his/her captors testing facilities by defeating enemies and solving puzzles.
Rough obstacle ideas: Bridge that needs to be pulled down so the player can cross. Objects that deal damage to enemies. Knocking down obstacles in the way. Lifting or pushing obstacles that are in the way.
Rough sketch of mechanic in action:
Drop Block
Drop blocks to create paths of unreachable places.
Concept statement: Build, survive, and conquer.
Possible setting: Old Ruins
Time period: Present
Brief back story ideas: You play an adventuring archeologist lost in an ancient tomb of horrors. With a magic artifact you found deep in the crypt you can conjure objects out of thin air to help you solve puzzling obstacles in your way.
Rough obstacle ideas: Staking blocks to climb over obstacles. Summoning blocks to guard against enemy attacks. Drop blocks on objects to solve puzzles.
Rough sketch of mechanic in action:
Fortress Bash
Possible setting: Medieval time of chivalry
Time period: Past
Brief back story ideas: Lob heavy objects at your enemies fortress. Destroy all their stuff!
Rough obstacle ideas: Enemy players. Towers and wall in the way of your goal.
Rough sketch of mechanic in action:
Saturday, September 7, 2013
Rough Character Designs
These are some rough character designs I'm working on for class. The first three on the top row where generated from taking three words (Animal, Machine, and an Adjective) that I combined together in sets of two. The forth drawing was drawn from a silhouette drawn by a fellow classmate of mine name Ty Harmon. The last drawing and the one directly under it evolved from some quick gestural doodles I drew. Now on the bottom row the first two originated from some silhouettes I drew, and the two drawings after originated from staring at random textures intensely for a few minutes.
I got a lot of really good feedback from my classmates and my instructor Jason Bennett (aka SpikyTiger). Here's some of that feedback:
- The details get a little noisy on the Tree/Stone Golem.
- Create an area of focus and area of rest.
- Tree/Stone Golems head gets lost in the details. Make it clearer.
- The perspective on everything (but mostly the Dangerous Tractor) needs to be tightened up. It feels sort of wonky.Watch those ellipses!
- Random spikes on the rhino need more purpose. Maybe make them forward facing.
- Watch rhino's anatomy on arm. Try making it bulkier.
- Look at armor reference for the more robotic characters. Try to avoid generic lines.
- Round out the forms on the bull shaman guy so he doesn't feel so flat.
- Continue to clean up the line work.
Well that's about it for now. Got to get back to work!
Thursday, September 5, 2013
Modular Kit Update!
Decided to go back and polish my modular kit a bit. Took a nice picture. So now I'm going to put this thing away for now and move on to finishing my bar stools!
Tuesday, September 3, 2013
Making Stool!
Here's a quick 30 minute model of the stool I'm working on for my shady bar. The form of the stool was real easy to make. Total tris is at 1960. Pretty high so I might still need to optimize it a little bit. I think the textures are what's really going to sell this thing in the end.
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