In a world fuelled with
greed and peoples lust for making money four pet shop managers battle it out
against each other to make money and win an upcoming promotion to become the
company CEO for all the pet shops. As time goes on each shop will spread away
from each other as the specialise in different paths that encourage different
clientèle, but what looks innocent enough on the surface is held up by walls of
lies, blackmail and industrial espionage.Each manager is evaluated at
the end of each week to calculate how much money they have made that week, this
adds up over time and each month the company boss awards a bonus the the
manager that has performed the best. A bonus can consist of anything from money
to a free upgrade or even something that the managers can use to blackmail each
other. At the round each manager has access to the shop, in the shop they are
able to buy different department upgrades or trade in complete sets for next
tier parts. Managers can use the shop to bribe the bosses assistants, this will
give that manager one of the bonuses but as the bonuses are all random the
manager may find themselves at a loss.Upgrades are used to advance
one part of the store, meaning that the pet shop will be able to sell a wider
variety of animals. The more upgrades bought, the more animals can be sold
which will multiple the over all money gain per week. Once a player has
collected all of the upgrades from a certain tier (three different upgrades)
they can trade all of them in to progress to the next tier. Once the player has
progressed though all the tiers and collected all the cards of the final tier
they receive a special bonus that is unique to that tier set.
Tuesday, 3 September 2013
Friday, 12 April 2013
Should Video Game Violence Be Limited? - DD1000
This is a debate that has raged over the past 40+ years, many fight one way or another believing ether that the level of violence in video games directly relate to violent behaviour. Whilst others disagree and think that if a person is sick enough to believe killing people is good then it is only a matter of time before they act on that, with or without the help of video game violence.
Craig Anderson, PhD a psychology professor at the Iowa State University made a large post on the American Psychological Association website (http://www.apa.org/science/about/psa/2003/10/anderson.aspx) in which he went through some of the big myths that the media use in arguments about video game violence. Although seemingly un-bias on the surface the more of the post I read through the more and more he seemed to lean to the side of people for the limiting of video game violence. Below are a few quotes from his blog:
"Myth 1. Violent video game reseach has yielded very mixed results"
"Facts: Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer."
"Violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior."
"Myth 4. Field experiments are irrelevant (aggression measures based either on direct imitation of video game behaviors (e.g., karate kicks) or are normal play behaviors."
"Facts: Some field experiments have used behaviors such as biting, pinching, hitting, pushing, and pulling hair, behaviors that were not modeled in the game. The fact that these aggressive behaviors occur in natural environments does not make them "normal" play behavior, but it does increase the face validity (and some would argue the external validity) of the measures."
"Myth 6. There are no studies linking violent video game play to serious aggression."
"Facts: High levels of violent video game exposure have been linked to delinquency, fighting at school and during free play periods, and violent criminal behavior (e.g., self-reported assault, robbery)."
"Myth 9. The effects of violent video games are trivially small."
"Facts: Meta-analyses reveal that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass."
The full blog can be seen on the website (shown above). Although these are small sections of the full blog they highlight some of the main arguments for the limitation of video game violence.
On the other end of the scale is a blog by Aaron Sampson a video editor for game review website Gamespot (http://uk.gamespot.com/features/in-defense-of-video-game-violence-6403171/). In the blog he explains his experiences of growing up with video games and what he thinks about the arguments to ban violent games.
He explains his life growning up around games and guns, saying:
"I have played "violent" video games my entire life. I also own a gun, but I don't consider myself one of those "gun owners" the media likes to talk about. Growing up I always had a natural affinity for both. At home I would play on my dad's old-school Amiga computer, and when I wasn't indoors, I was outdoors playing with plastic guns." He goes on to talk about the link the media makes with guns and video games, how "one does not translate to the other". He says that firing a real gun requires skills "you have to be very calm and control your breathing in order to hit your mark. When the weapon goes off, you feel the metal leave the barrel and know something just went downrange that doesn't have an undo button."
He later goes on to talk about school and how he hated it with a passion with teachers "bludgeoning kids into submission with information" and how the only way he could find ways to outlet the stress of school was through friends, family and video games. "When playing violent games, I feel aggression as some of these studies have concluded, but aggression is a byproduct of all competitive sports and endeavors. Aggression is commonly harnessed for soccer, football, and tennis. What researchers and those who would condemn games are likely looking for is anger. Anger is what causes violence and a violent videogame has never made me feel anger. Often they have relieved those types of feelings rather than encouraged them."
TBC
P.S Christian apparently i cant email you through blogger so i just want to check that you are still ok with getting the poster ready. If you have any issues just leave a comment on this post, i will be checking it a couple of times a day. Also it needs to be printed monday as it takes a full day to print, so unless you are planning on coming in early monday i may need a copy of it so i can print it.
Craig Anderson, PhD a psychology professor at the Iowa State University made a large post on the American Psychological Association website (http://www.apa.org/science/about/psa/2003/10/anderson.aspx) in which he went through some of the big myths that the media use in arguments about video game violence. Although seemingly un-bias on the surface the more of the post I read through the more and more he seemed to lean to the side of people for the limiting of video game violence. Below are a few quotes from his blog:
"Myth 1. Violent video game reseach has yielded very mixed results"
"Facts: Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer."
"Violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior."
"Myth 4. Field experiments are irrelevant (aggression measures based either on direct imitation of video game behaviors (e.g., karate kicks) or are normal play behaviors."
"Facts: Some field experiments have used behaviors such as biting, pinching, hitting, pushing, and pulling hair, behaviors that were not modeled in the game. The fact that these aggressive behaviors occur in natural environments does not make them "normal" play behavior, but it does increase the face validity (and some would argue the external validity) of the measures."
"Myth 6. There are no studies linking violent video game play to serious aggression."
"Facts: High levels of violent video game exposure have been linked to delinquency, fighting at school and during free play periods, and violent criminal behavior (e.g., self-reported assault, robbery)."
"Myth 9. The effects of violent video games are trivially small."
"Facts: Meta-analyses reveal that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass."
The full blog can be seen on the website (shown above). Although these are small sections of the full blog they highlight some of the main arguments for the limitation of video game violence.
On the other end of the scale is a blog by Aaron Sampson a video editor for game review website Gamespot (http://uk.gamespot.com/features/in-defense-of-video-game-violence-6403171/). In the blog he explains his experiences of growing up with video games and what he thinks about the arguments to ban violent games.
He explains his life growning up around games and guns, saying:
"I have played "violent" video games my entire life. I also own a gun, but I don't consider myself one of those "gun owners" the media likes to talk about. Growing up I always had a natural affinity for both. At home I would play on my dad's old-school Amiga computer, and when I wasn't indoors, I was outdoors playing with plastic guns." He goes on to talk about the link the media makes with guns and video games, how "one does not translate to the other". He says that firing a real gun requires skills "you have to be very calm and control your breathing in order to hit your mark. When the weapon goes off, you feel the metal leave the barrel and know something just went downrange that doesn't have an undo button."
He later goes on to talk about school and how he hated it with a passion with teachers "bludgeoning kids into submission with information" and how the only way he could find ways to outlet the stress of school was through friends, family and video games. "When playing violent games, I feel aggression as some of these studies have concluded, but aggression is a byproduct of all competitive sports and endeavors. Aggression is commonly harnessed for soccer, football, and tennis. What researchers and those who would condemn games are likely looking for is anger. Anger is what causes violence and a violent videogame has never made me feel anger. Often they have relieved those types of feelings rather than encouraged them."
TBC
P.S Christian apparently i cant email you through blogger so i just want to check that you are still ok with getting the poster ready. If you have any issues just leave a comment on this post, i will be checking it a couple of times a day. Also it needs to be printed monday as it takes a full day to print, so unless you are planning on coming in early monday i may need a copy of it so i can print it.
Monday, 8 April 2013
Gun UV, Textures and Render 'fun' - XB1134
Now the gun is fully modelled the next stages is to get the gun baked and textured ready for it to be rendered real time. After a lot of trail and error the UV began to form and once done the normal map and complete maps could be baked.
NORMAL MAP
COMPLETE MAP
Once this is made the diffuse map can be made, this is basically the texture that will be skinned onto the gun. My gun has a matt black finish with urban digital camo, this does mean that alot of the texture is the same colour (a little boring). Once i knew what the texture looked like i could make a specular map, this tells the game engine where the light bounces of the gun so the lighter i make an area, the more it refects light.
DIFFUSE
SPECULAR
Once these are done its time for the guns photo op. to do this i used two different programs to render the gun in realtime, firstly i used a program called Xoliul Shader which is an addon to 3DS Max making it very easy to use as you dont have to learn a new interface. The second program i used was Marmoset Toolbag, unlike Xoliul it is an indipendant program but this does have its advatages as there is more modification options so the final images can be the best possible. Below is examples of the same image taken in the different programs.
MARMOSET
XOLIUL
Thursday, 4 April 2013
Violence in video games - DD1000
Right, i have gone through the violent nature behind board games, Christian has gone through the violence of the past games and sports ( http://christian-whelan-dd1000.blogspot.co.uk/ ). So now its time to go into the big one, violence in video games.....
I will be splitting this topic down into 3 different posts. Firstly I will be looking at a few examples of games that have caused controversy over the years. The second post will look at the arguments for and against limiting violence in video games, and finally i will look at a few case studies of times where people have taken game companies to court of the level of violence in a game.
Controversial Video Games
There are hundreds of video games out there and sifting through them all would take years so this list comprises of the five games that I personally think have caused the biggest and most controversial issues of the years.
1976 - Death Race by Exidy for the Atari 2600 console
In death race one or two players drove cars with a steering wheel and acceleration pedal with the aim of running down 'gremlins'. As the player hit the creatures they would let out a scream and a tombstone would appear in there place, as more gremlins were killed the screen got more and more cluttered with tomb stones which the players had to avoid.
With the working title of the game being 'Pedestrians' the violent controversy surrounding this game was there from the get go. Despite denial from many of Exidy including Paul Kaufman the companies president about the games intent to promote violence it didn't stop the game from hitting the number one spot on many controversial game lists with the National Safety Council labeling it sick and morbid.
1993 - Doom by id Software for the PC
The most famous first person shooter game of its time Doom has raised a lot of controversy over the years. In the game the player plays 'Doomguy' a bad ass space marine that blasts his way through hoards of devil like creatures to complete the three nine-leveled episodes (with a four being released in 1995). Doom is known for popularizing first person shooters as well is a pioneer of multiplier gaming, 3D graphics and support for mods and expansions.
Of coarse a game can't get to that level without picking up a few demons along the way (no pun intended). Slated for its intense gore and satanic influences it has gained the attention of a wide range of groups all of which weren't overly pleased with the way the game way going. But these were minor issues compared to the storm that hit them April 1999. Columbine high school students Eric Harris and Dylan Klebold walked into school one day and open fired killing a total of 13 people and injuring a total of 21 more causing the deadliest shooting to ever occur at an American school. Later during an inquiry it was found that both students were avid Doom players and there was even rumors that they designed a doom level that was styled on the school in which the shooting took place (later found to be untrue).
More on the columbine shooting in a later post.
1997-present - GTA by Rockstar Games for PC, PS1, PS2, PS3, Xbox and Xbox360
Although the characters differ the theme of Grand Theft Auto remains the same between game. You play as some sort of low life criminal starting of driving people around of doing back ally drug deals, but as time goes on you start to get noticed by bigger fish who take you under there wing (until you kill them, which happens quite a lot) until you own the entire city's criminal mafia.
Although the characters differ the theme of Grand Theft Auto remains the same between game. You play as some sort of low life criminal starting of driving people around of doing back ally drug deals, but as time goes on you start to get noticed by bigger fish who take you under there wing (until you kill them, which happens quite a lot) until you own the entire city's criminal mafia.
As far a controversy Grand Theft Auto has manged to successfully tick every box again and again over the years. Sex, Drugs, Violence, Nudity (in the case of GTA: San Andreas), Foul Language, Drink Driving, Cop and Civilian killing, Prostitution... and that barely scrapes the surface of this series long history of fueling of every person opposed to video games with enough ammo to keep them going until the rapture. The games most controversial scene (i know its hard to chose just one) is a feature found throughout most of the newer games in which the character can hire a prostitute then kill them which there 'job' is done before taking the money back off them.
2003 - Manhunt by Rockstar Games (that's there second appearance in the list) for PS2
In this stealth based horror game you play as death row inmate thought to have been killed, he had actually been freed from jail by underground snuff film director Lionel Starkweather. The player is the forced to take part in a snuff film where he has to kill more and more gang members in the most horrific and torturous ways possible.
This game has had a lot of negative press over the graphic nature of the game, the game is so bad that it has been banned in some countries including Germany, Australia and New Zealand.
The game was so bad that even member sof the development team at Rockstar North were grossed out, some thinking that this game crossed the line of acceptable behavior in a game.
The murder of British school boy Stefan Pakeerah (14) by a friend Warren Leblanc (17) did nothing to help the games standing after police discovered that both boys were strong fans of the game and the murder was set with the same weapons found in the game. The family filed a law suet against Rockstar and Sony for the death of Stefan but later dropped the charges after the police found the motive of the killing to be robbery, A spokes man for the police stated: 'the video game was not found in Warren LeBlanc's room, it was found in Stefan Pakeerah's room. Leicestershire Constabulary stands by its response that police investigations did not uncover any connections to the video game, the motive for the incident was robbery.'
This game has had a lot of negative press over the graphic nature of the game, the game is so bad that it has been banned in some countries including Germany, Australia and New Zealand.
The game was so bad that even member sof the development team at Rockstar North were grossed out, some thinking that this game crossed the line of acceptable behavior in a game.
The murder of British school boy Stefan Pakeerah (14) by a friend Warren Leblanc (17) did nothing to help the games standing after police discovered that both boys were strong fans of the game and the murder was set with the same weapons found in the game. The family filed a law suet against Rockstar and Sony for the death of Stefan but later dropped the charges after the police found the motive of the killing to be robbery, A spokes man for the police stated: 'the video game was not found in Warren LeBlanc's room, it was found in Stefan Pakeerah's room. Leicestershire Constabulary stands by its response that police investigations did not uncover any connections to the video game, the motive for the incident was robbery.'
2009 - CoD: Modern Warfare 2 by Infinity Ward for Xbox360, PC, PS3
Call of Duty has become the iconic first person shooter of its age. Playing as a number of different secret 'black ops' military groups around the world, defending against terrorists. The mission that has caused the most controversy was in the game Call of Duty: Modern Warfare 2 during a mission called 'No Russian' in which an under cover CAI agent is working in a Russian terrorist cell attacking an airport. The main issue comes from a scene where the player guns down multiple unarmed civilians.
Wednesday, 27 March 2013
Violent Board Games - DD1000
All these games use the act of violence as a major point in the winning or loosing of the game. But although they may sound extreamly violent compaired to other games, they are not. Admittadly they are a little more obvious with the violence then other board games, but most games of all types contain subtle hints of a violent intent. The classic game of Cluedo is a good example of hidden violents, in the game you all play as detectives trying to locate a killer and the murder weapon that they used. In the game of Risk player fight each over as they all attempt to take over the world using any menas at there dispossal.
Capital Punishment - A game original made for political reasons to make a point and try to warn people away from committing crime. This game consists of each player trying to get their criminals along the path of justice to death row and the electric chair, while this is happening the players have to also spring the opponents criminals from jail so they go back on the street and cause more crimes. The escaped convicts then assault the players civilians sending them to 'heven'. This game has violent undertones as it forces players to release criminals onto the street even though they know that those criminals will kill Innocent people.
Kablano - A game that highlights the fun that can be had playing Russian roulette. Each player gets a board that shows the rotating barrel of a gun pictured on it, the player loads the gun with six counter that represent chambers. Each bullet can do different thing some kill you and others can be used to change the placement of the bullets in an opponents gun, each turn the player rotates the gun revealing the next bullet in the chamber.
Pain doctors - In this game the player plays as a doctor that is performing surgery for money, the aim of the game is to perform as much surgery as possible without the patient dieing. This is made harder by other players sabotaging the surgery to try and lower the patients health. This ends up like a game of chicken with yourself as you try to do more and more surgery for points but risk the patient dieing and losing it all.
Marek Oken - DD1101
This is a continuation of the superhero character i made for the Sean Galloway project. This image is designed to be a photo-realistic styled image. This is the first time i have made a piece in this style so i used a tutorial from the book 'Digital Painting Techniques masters collection: volume 1' pages 136 to 142 by Daarken.
4 hours work later and this is the result, as you can probably tell the hair is not quite finished, i may still mess around with some aspects of the face later on but the basics are all now in place.
This is the image after 3 hours work. I have managed to get the skin shade and facial structure about complete at this point, the left eye is very close to being done although it still need a little work to get the correct shape and some colour as it it very dark currently.
4 hours work later and this is the result, as you can probably tell the hair is not quite finished, i may still mess around with some aspects of the face later on but the basics are all now in place.
Sean Galloway - DD1101
For my Sean Galloway inspired piece, i decided to go for a superhero like character. I chose this as firstly, i am yet to draw any super hero characters for my assignments and secondly, the cartoon style makes me think of old cartoon shows that i used to watch as a child.
The basic outline shape of the character after an hours work, i have got the bodyshape how i want it now so will proceed to clean up the edges and colour the image.
The final coloured and shaded image. After a few experiments with colours i decided to go for a light blue and black colour scheme.
Friday, 15 March 2013
Wednesday, 13 March 2013
Violence in games - DD1000
For this assignment I have been tasked about researching the violence in games though history. Looking at areas such as sport and board games through to modern day video games. I will ask, since when has violence been a part of gaming? Why do we enjoy violence in games? I will also look at case studies of violent games though the ages. Events such as the Columbine shooting of 1999 has caused huge debates about the level of violence available to people at any age so i will look in to both sides of the stories to see the effects that can be caused apparently from violent games.
Timeline ideas
As part of the project is to present a any research and findings in a five to ten minute presentation at the end. A timeline poster is a great way to show this information quickly and cleanly, but a plain line with a bit of information here and there is very boring but using the base line of violence a timeline can be made more fun and catch peoples eye. Here are a few of my early ideas:
Timeline ideas
As part of the project is to present a any research and findings in a five to ten minute presentation at the end. A timeline poster is a great way to show this information quickly and cleanly, but a plain line with a bit of information here and there is very boring but using the base line of violence a timeline can be made more fun and catch peoples eye. Here are a few of my early ideas:
The chalk Outline
Most commonly scene in old 80s and 90s american detective television show the classic chalk outline is a very iconic image. Drawn around a dead body before its removal, the chalk outline help detectives to work out what happened at the scene of the crime whilst the body can be removed and on its way to the morgue. This design keeps the classic timeline shape whilst removing some of the linear shaping.
Police Tape
Defiantly one of my more linear ideas, the yellow police tape is a common site at all things criminal. The nice long straight shape coupled with the criss cross nature of a taped of crime scene makes the police tape an ideal candidate for the timeline layout. my only concern is that it may be to linear, to much line a normal basic timeline.
Spiders Web
A few years ago I remember watching a Sherlock Holmes film, in which Sherlock hot on the trail of his enemy Moriarty locks himself away for months attempting to track down the mysterious man. One scene stuck with me after the film and that was the amazing spiders web of a crime board that he produced in that time. The walls were covered all over with newspaper clippings and photos all being linked together with thick red string in a massive spiders web shape. Although I probably will not be allowed to talk over an entire room to cover with string the idea of organised chaos may be something that I can use.
Monday, 11 March 2013
High Poly Gun's Low Poly Brother
After the high poly gun was modelled i had to knock down the tris so that the game engines would be able to render it real time. To do this i first removed all the turbosmoothing, I then started to remove all verts that were not vital to the overall structure of the gun. Once this is done the gun must be UV mapped, this flattens the image so that it can be sent to photoshop and textured at a later date, the UV map is also needed to produce the normal map (this makes the low poly model look high poly in the end).
This is the gun after all the extra verts have been removed and I have started UV mapping.
This is the gun after all the extra verts have been removed and I have started UV mapping.
Sunday, 3 March 2013
Twister - XB1000
Digital Twister, that the aim of this project, to take the popular party game Twister and turn it into a hands on digital game for multiple players.
Twister is a game of
physical skill and chance, and is one of the best party games around
due to its ability to break the ice and get people together inside
each others personal space. It is played on a large mat, the mat is
covered in four lines of large coloured circles each line of circles
is marked a different colour, red, blue, yellow, green. A board with
a spinner attached is spun to decide what the move is for example
'right hand green' the player must then move their right hand onto
one of the green circles.
I decided to modify the game to work with the Playstation Move. I chose the move over other wireless consoles such as Xbox Konnect and the Wii due to the light up globe on the top of the controller which will light up depending on the players on screen cursors, this makes for a less confusing game. The downside to this system is that it does not have anything that can be used for the two foot controls meaning that only two controllers are needed per person (left and right hands).
Above is a mock-up of the on screen GUI that the players see, as you can see the 16 select-able areas are still in the game. when a player is in a selected area the circle fills so the player knows that they are locked in that area. If a player then moves out their areas without the games saying so they are out of the game, this means that the player has to hold there arms in the air to stay in the areas.
Saturday, 2 March 2013
UDK Time - XB1000
This project is slightly different from all the others so far, I have been tasked with building a playable level in the game engine UDK using only 20 different pieces.
I played around with a few designs as i practiced the different techniques around the UDK engine. The first map i made titled Fight Dungeon is made of two large open room to fight in, there is a large tower with a drop down from it, which allows players to spawn here safely. All these rooms are connected together by tunnels that twist and bend, this allows for a good mixture of close and long ranged combat arenas.
The above image shows the map part way through development, not all the lighting is built so it is quite dark in places.
Once i had mastered the basics i set to work making a capture the flag map, this is the piece i used for my final hand-in.
This is the map very close to hand in, as you can see there are two symmetrical sides to the map with each team spawning at one or the other. The flag is hidden behind the barriers on the top of the platforms on each side, which means that any attacker has to walk up to the base, up the stairs, past the enemy spawns and collect the flag before taking it back to there own base. This map does not have an outer wall this is due to a few reasons, firstly due to the limit on shapes i can use, wasting one on a wall is pointless. This also allows for more fun game play as people have to avoid falling to their death whilst in battle near the edge.
I played around with a few designs as i practiced the different techniques around the UDK engine. The first map i made titled Fight Dungeon is made of two large open room to fight in, there is a large tower with a drop down from it, which allows players to spawn here safely. All these rooms are connected together by tunnels that twist and bend, this allows for a good mixture of close and long ranged combat arenas.
The above image shows the map part way through development, not all the lighting is built so it is quite dark in places.
Once i had mastered the basics i set to work making a capture the flag map, this is the piece i used for my final hand-in.
This is the map very close to hand in, as you can see there are two symmetrical sides to the map with each team spawning at one or the other. The flag is hidden behind the barriers on the top of the platforms on each side, which means that any attacker has to walk up to the base, up the stairs, past the enemy spawns and collect the flag before taking it back to there own base. This map does not have an outer wall this is due to a few reasons, firstly due to the limit on shapes i can use, wasting one on a wall is pointless. This also allows for more fun game play as people have to avoid falling to their death whilst in battle near the edge.
Monday, 25 February 2013
Gun project - XB1134
Recently i was tasked with designing, modeling and texturing a first person shooter gun, i as to have 6 weeks to complete this project and will test all the skills that i have learnt in 3DS Max Photoshop in the last year.
The design i have gone with is a modern day bulpup styled assault rifle. Bulpups are becoming more commonly used in warfare, they are unique as unlike normal carbines and rifles there fire mechanism is set behind the trigger. This means that the gun can have the longer barrel found in rifles which aid accuracy, with the small stature of a carbine or SMG which are better used in CQC (close quarters combat). Taking inspiration from guns such as the Russian AUG, British L85A2 and Croatian VHS. My design has a short barrel with an extra hollow cylinder above it which allows air circulation that reduced overheating after prolonged fire. The rear stock is molded to the shape of a shooters shoulder with an off-cut at the top to allow for the shooter to place his cheek which looking through a scope. the magazine release is in-front of the magazine, this allows the shooter to reach up with the new clip in hand, press the button and then slide in the new clip all in one swift movement. The fore-grip has a fitted under barrel rail allowing from attachments such as tactical lights or M203 grenade launchers.
The design i have gone with is a modern day bulpup styled assault rifle. Bulpups are becoming more commonly used in warfare, they are unique as unlike normal carbines and rifles there fire mechanism is set behind the trigger. This means that the gun can have the longer barrel found in rifles which aid accuracy, with the small stature of a carbine or SMG which are better used in CQC (close quarters combat). Taking inspiration from guns such as the Russian AUG, British L85A2 and Croatian VHS. My design has a short barrel with an extra hollow cylinder above it which allows air circulation that reduced overheating after prolonged fire. The rear stock is molded to the shape of a shooters shoulder with an off-cut at the top to allow for the shooter to place his cheek which looking through a scope. the magazine release is in-front of the magazine, this allows the shooter to reach up with the new clip in hand, press the button and then slide in the new clip all in one swift movement. The fore-grip has a fitted under barrel rail allowing from attachments such as tactical lights or M203 grenade launchers.
HS Product VHS-K
Steyr AUG
Enfield L85A2
Thursday, 21 February 2013
Character and Level Design - XB1000
For this assignment i had to go more in depth with the story line of the game i was creating, i've been tasked with creating game character with background story and a mock up of a level of there game. The year is 2369 and the
world is struggling to recover from the merciless damage that the
human race has been causing for so long. All the planets resources
have been mined away for profit causing the poisoning of the land
around the open mines. To escape this disease people everywhere fled
into the relative of the few remaining metropolises, the same
metropolises that are getting rich off the minerals mined from these
now barren wastelands.The population, all 5 billion people are forced
into the 7 safe havens left on the planet, where they are forced into
dark, cramped conditions in the subterranean underbelly of the city. This is where we meet Callen, Callen grew up in a
small city far from where any of the big metropolises are now, the
city only had a few thousand inhabitance and very little crime. That
all changed, 2 days after Callen's 7th birthday the miners
moved in to the area, they began drilling test pits all over the
landscape until the found what they were looking for. Very soon the
land became poisoned and the inhabitance of the city had to flee
north towards the closest shelter they could find. Now filled with rage about the loss of his homeland Callen is seeking revenge for those that wronged him. Below is a picture of
Callen in his full armour suit. The suit itself is made from a
carbon-polymer mixture which gives the suit great strength whilst
allowing the user unrestricted movement.
The
game is played across the seven different metropolises, each one
owned by high ranked member of the mining company that destroyed
Callen's home city. Starting in the subterranean slums Callen must
use any help available to help him fight his way up to the bosses
that live up in their high-rise ivory towers.
A basic birds eye view of the first level made in the UDK editor. It shows action point areas, hostile spawns, objectives and collectible loot spawns.
Friday, 15 February 2013
Vehicle concepts - DD1101
Last week i was tasked with creating a concept for a working vehicle and driver, the vehicle could be land, air or water based and from any time period. I decided to redesign an existing military vehicle and after some test sketches I decided to remake one of the most popular military vehicles in the world, the Humvee. Attempting to modernise the Humvee and make it more stable as a vehicle i removed the rear wheels and replaced them with a hybrid half-track system. Other more subtle include a more rounded and areo-dynamic roof which will help with fuel efficiency, the entire cabin has also been shifted a foot or two forward meaning that the humvee has a larger boot so can carry more.
Monday, 4 February 2013
Friday, 1 February 2013
Guns - DD1101
After my trip to Leeds royal armoury last week i was tasked with designing 4 weapons that fit into the categories of Heavy, Standard, Small and Hidden.
Heavy.
For the heavy class i decided to design a personel carried grenade launcher, taking insperation from the M79 launcher which is a single fire long range launcher and the M32 semi automatic launcher i designed a long ranger lancher that can support a barrel style clip of 6, 40mm slugs.
Standard.
For my standard weapon i desided to design a bolt-action sniper with a custom sound suppressing muzzle brake and folding stock. Taking insperation for the British L115A1 sniper rafle that fires the large 338 lapuna magnum round.
Monday, 21 January 2013
Sunday, 20 January 2013
Goblin - XB1134
Just a quick update of my goblin so far, i have most things textured now just the lower arms/hands and leather items (boots and belts) left to texture. I wish i could have sent more time on this project as some of the parts i am not quite happy with and were slightly rushed but due to a file loss issue i have only had the past week to complete the project. That said i am still very happy as this is my first real piece of hand-drawn texturing i have done.
Saturday, 19 January 2013
Concept Document POWER RANGERS!!!! - XB1000
In this task i was given a 80's children's television show, i got Power Ranger Mighty Morphin. On the surface this looks really easy as Power Rangers is still around to this day now on its 16th series, but this only makes it harder with a lot more data to pollute any internet searches it takes twice as long to find any relevant information.
I made a side scrolling platformer game for Ios6 devices such as the IPhone. In the game you take control of the Red Ranger as you travel around trying to save your friends that have been captured by the evil Rita Repulsa.
The purpose of this project to learn how to create a concept game design document, these are used in early sales pitches to give customers an idea of what the game would be like. It has to cover a range of different areas to make sure that the customer knows what they are buying.
Platform - what will it be available on e.g. Xbox, PS, PC, IPhone
Target Market - Who is it aimed for? Who will play it?
Controls - how do you control the game (a brief overview of the full control system)
GUI - what will it look like on screen
Game style - What type of game is it? RTS, FPS, ect...
Different Game Mechanics - what can you do in the game? attacks, movement, power ups, ect...
I made a side scrolling platformer game for Ios6 devices such as the IPhone. In the game you take control of the Red Ranger as you travel around trying to save your friends that have been captured by the evil Rita Repulsa.
The purpose of this project to learn how to create a concept game design document, these are used in early sales pitches to give customers an idea of what the game would be like. It has to cover a range of different areas to make sure that the customer knows what they are buying.
Platform - what will it be available on e.g. Xbox, PS, PC, IPhone
Target Market - Who is it aimed for? Who will play it?
Controls - how do you control the game (a brief overview of the full control system)
GUI - what will it look like on screen
Game style - What type of game is it? RTS, FPS, ect...
Different Game Mechanics - what can you do in the game? attacks, movement, power ups, ect...
Tuesday, 15 January 2013
Legend of Zelda - DD1000
Legend of Zelda is a series of action - adventure games created by Shigeru Miyamoto and Takashi Tezuka, a pair of Japanese game designers. The majority of games have been published by Nintendo although some were outsourced to Capcom and Vanpool. There have been a total of 16 Legend of Zelda games in the franchize to date the first game simple called 'Legend of Zelda' was released on February 21st, 1986, and the latest 'Legend of Zelda: Skyward Sword' was released on the 18th of November, 2011. Originally released on the NES the Zelda series has since been released on; Gamecube, GameBoy, GameBoy Advanced, Wii, DS and 3DS.
Back Story
In the original game the player plays as Link, just a normal boy living his life in the land of Hyrule. Unbeknownst to him that at that time the land of Hyrule is under attack by Ganon, the prince of darkness. Ganon is looking for the Triforce of Wisdom that he can use along with the Triforce of power he already possesses to take over the land. In an atempt to stop him Princess Zelda had split the Triforce of Wisdom into multiple segments and scattered them across the land before being captured by Ganon's men. Before she was taken Zelda sent her maid Impa to find someone that could reassemble the Triforce of Wisdom and defeat Ganon. This is where Link comes in, Impa has been surrounded by Ganon's men, Link hearing her cries for help jumps to the rescue and saves Impa. after helping Impa he listens to her story and accepts the quest to collect the segments and defeat Ganon and save the princess.
Legend of Zelda is a very non-linear game and forces the player to use skill and knowledge to pass a series of puzzles and riddles whilst at the same time trying to fend of against hoards of attacking creatures. Legend of Zelda is thought to have been made to be the exact opposite to the Super Mario series that was also being developed by Nintendo at the time. Mario is a much more linear game where the player is forced to run to the end of the level to complete the game where as in Zelda the game is free roaming alowing the player to travel where they want at any point. This free roam ability let player spend time 'grinding' money that they could use to get better weapons and armor. Alot have features have changed sine the original game, the camera is now in a 3rd person over the shoulder view allowing the player to feel more part of the action. The game now uses a real time clock for certain events in game such as the length of tame a potion will effect the player and time taken for stamina to refill. Unlike the very non-linear original games the newer games do have some restrictions implemented. This is shown in the latest game 'Legend of Zelda: Skyward Sword' where the player can only access certain areas (in this case Lake Floria and Faron Wood) after certain tasks have been completed (defeat the 3rd dungeon).
Back Story
In the original game the player plays as Link, just a normal boy living his life in the land of Hyrule. Unbeknownst to him that at that time the land of Hyrule is under attack by Ganon, the prince of darkness. Ganon is looking for the Triforce of Wisdom that he can use along with the Triforce of power he already possesses to take over the land. In an atempt to stop him Princess Zelda had split the Triforce of Wisdom into multiple segments and scattered them across the land before being captured by Ganon's men. Before she was taken Zelda sent her maid Impa to find someone that could reassemble the Triforce of Wisdom and defeat Ganon. This is where Link comes in, Impa has been surrounded by Ganon's men, Link hearing her cries for help jumps to the rescue and saves Impa. after helping Impa he listens to her story and accepts the quest to collect the segments and defeat Ganon and save the princess.
An attack from Original Legend of Zelda
Legend of Zelda is a very non-linear game and forces the player to use skill and knowledge to pass a series of puzzles and riddles whilst at the same time trying to fend of against hoards of attacking creatures. Legend of Zelda is thought to have been made to be the exact opposite to the Super Mario series that was also being developed by Nintendo at the time. Mario is a much more linear game where the player is forced to run to the end of the level to complete the game where as in Zelda the game is free roaming alowing the player to travel where they want at any point. This free roam ability let player spend time 'grinding' money that they could use to get better weapons and armor. Alot have features have changed sine the original game, the camera is now in a 3rd person over the shoulder view allowing the player to feel more part of the action. The game now uses a real time clock for certain events in game such as the length of tame a potion will effect the player and time taken for stamina to refill. Unlike the very non-linear original games the newer games do have some restrictions implemented. This is shown in the latest game 'Legend of Zelda: Skyward Sword' where the player can only access certain areas (in this case Lake Floria and Faron Wood) after certain tasks have been completed (defeat the 3rd dungeon).
An attack animation from Skyward Sword
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