Saturday, 6 December 2014

Current Gameplay Videos

Our Youtube channel and Facebook page keeps everybody up to date with what we're doing.

Below are our 2 latest gameplay videos:

Royal Rampage - Level 1 - December 2014

Royal Rampage - Level 2 - December 2014

And our Facebook page:
https://www.facebook.com/RoyalRampageGame

Sunday, 30 November 2014

Texturing the king

For our presentation we wanted a few textured assets to show off our art style. One of the main ones was obviously the king. I took it up to texturing him but also to try out stylised texture creation inside dDo.

The texture creation process is really easy in this pipeline, the majority of your time is spent on creating your initial maps but also a colour map. The colour map tells dDo which materials to use and uses the colours as masks.

The colour map for the King's coat
After this I had to create my own stylised materials as dDo doesn't have many to play with. One example below is a red material with a hand painted look, this is just created by overlaying masks on top of each other.


I blocked out some colours and got feedback from the team, we went through several versions until we were happy.


Finally here is a beauty shot of the coat and the current WIP render of the King.




Wednesday, 26 November 2014

Rock Titan + Presentation

Today I finished unwrapping the Rock Titan, this was a fairly easy task as from the get go I made it very module with only 1 unique piece (the head) the pieces we're then just instanced all over the model.

The model and unwrap are below.



Also we have our presentation next week so I created a little template for the presentation.


Really looking forward to our presentation, with the amount of progress we've made and the amount of gameplay we can show I'm confident we'll look like one of the stronger teams.

Wednesday, 19 November 2014

Demo Progression

This week I've been working right towards the demo by finalising the technical document and making it look pretty as well as actually editing the demo together.

I also created a quick logo animation for us to use before any of our videos just to make it look a little more professional.

I edited the demo footage through Adobe Premiere Pro
Link to the logo animation in After Effects:
https://www.youtube.com/watch?v=T9_7kTYwhO8

Monday, 17 November 2014

Working towards the demo

The past couple of weeks have been a bit of a crunch, I've been working on the documents required for the first hand in with Cory and Donny as well as producing assets and smaller other pieces of work.

One of the tasks I was given was to come up with a quick team logo, I did this in 3D in case it needed to be animated. I included a couple of the assets like the tankard and crown and rendered this inside Keyshot.


This one is so far finished until we get the final textures for these assets. I also want some beer pouring out of the tankard.
Asset wise I've been working on smaller assets as my FYP has been taking up a lot of time. So far this includes some cobwebs to dot around the levels for a slightly bit more polish.

These were created using a plugin called Cobwebs for 3DS Max:
http://jokermartini.com/cobwebs/

From here I just modified them and baked them onto a 2D plane, here's a screenshot of them fully textured for now.

How the modifier works. You add in objects which the cobweb attaches to then change the settings for the desired effect.


Finally I've been working on one of our bosses, this is the huge rock golem we want for the cave level, so far he's just been blocked out but I want to refine it some more then unwrap the 6 pieces I used to keep it as modular as possible.

We're still working out the size of him in relation to the player.


Wednesday, 29 October 2014

Current Asset Creation - October Week 4

As I only work on AGD once a week (To fit it in my schedule) I'll typically only be updating this blog once a week.

This week I wanted to quickly update a couple of existing models and also create a couple of new ones.

First of all I added in the chain links onto the bear trap, the polycount is however quite high so I may end up projecting the chains onto some 2D planes and doing things that way. I'll decide on this when I see the progress for the level so I can see how small the asset will be on screen.

The other task I took on that was on Trello was the mounted swords, I've decided to make 3 variations of these of which so far I've created 2. These are the vertically mounted sword and the shield sword.

I've also included some sketches below. I typically draw out every asset I create on paper first just to get a rough idea of what I want. I also find it helps me break down an asset in terms of how I'm going to model it.



This is one of the assets where I wanted to add in a quick easter egg where I've replaced the swords with lightsabers.

This asset turned out nice, I also added in a basic material and rendered in Keyshot just to get a feel for it.
Next week I want to unwrap all my existing assets and also create 1 or 2 more. I also want to try and get the texturing pipeline underway but so far we're just trying to get some assets to populate the level with for the demo,

I think so far we're really on track, we've luckily got a team that can self organise and it's also great to turn up to meetings where everyone knows what they need to be doing.

Wednesday, 22 October 2014

Asset Production

We wanted to get on with assets as soon as possible for the demo. We decided on creating the first level featuring the castle.

As a team we drew up an asset list on google docs and also used Trello to assign members assets and keep track on who is doing what and what progress has been made.

So far I have completed the modelling and unwrap on these items:

The crown for the king. As you can see we're keeping things quite low-poly because of the size of the assets.

The Tankard which will be held in the kings hand.

The bear trap will be featured in the cellar/

Initial Idea and Moodboards

The idea for our game is a dungeon crawler featuring a drunken king who goes throughout his castle beating up enemies and causing havoc.

I've sort of split the lead artist role 50/50 with another artist Cory. Because of the module only being 20% (and knowing how much responsibility, organisation and work lead artist required in Journeyman) I felt it was best to not take on the role entirely to concentrate on other modules.

Below are the moodboards I created so we can get an idea of what we wanted for the character and also for an enemies and weapons.

Also included is the document I created when we started looking at art styles.