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.