Monday, 21 January 2013

Goblin - XB1134

This is the final renders on the Goblin project. I am happy with the most part although i wish i hd spent a bit more time on the clothing nad finer dtails.

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... 

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. 


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

Goblin - XB1134

I spent today finalizing the main facial structure of the goblin's face. and have started to work on the armor and weaponry that he is carrying. the sword is about done along with the shoulder pad, i have just started work on the shield. 


Monday, 14 January 2013

Goblin - XB1134

Update of the Goblin project i was assigned last week. I have now got all the main areas in the texture blocked out and i have started to add details to the weapons (needs to be redesigned) i have also started to get the facial featured on the head mapped out although it stills need a little work merging the colours together.

forblog1.jpg

Friday, 11 January 2013

Sea of Ghosts - DD1101


Over the Christmas break I was told to read the book Sea of Ghosts. Then after the break I was tasked with taking one character from the book and drawing them out how I pictured them whilst I was reading the book. I was given the character Grainger at the end of the book whilst he was in a set of armor. Im using the Steampunk style in drawing the character so the armor will have a victorian look with lots of cogs and gears whilst still having modern hints added into the suit in places.

Heros and Villans - DD1101

This project was to test what i had leant between the start of the course and the end of the first term. I was to create a hero and a villan, then to make backstories for both of the charaters. Chosing the better of the two I had to make 3/4 angle image and head shot of my character.

agentdw.jpg

Silhouettes - DD1101

This task involved me learning a new drawing technique, I had to make a block image silhouette and from that image create a clothed character line drawing and then finally a full colour image. I drew a cowboy character and a knight character at different angles to test the skills that I have learnt so far.

shadowcowboy.jpgshadowknight.jpg

Knight - DD1101

To further my skills at drawing realistic characters I have been tasked with making a full clour image (with background) and shade the image were needed. I decided to make a knight standing on a small rock at a battleground. This task also gave me a chance to practice drawing a character from the side.

knightq.jpg

Assassin - DD1101

Over the last few months i have been learning to draw to scale characters on photoshop using a bamboo graphic tablet. The first project was to just teach me basics on getting the scale of all the body parts. Once i got the scale right on the characters I drew, I created a final image, this image was of an assassin from the Assassins Creed video game. I then coloured the image and messed around with line thickness, the line thickness helps highlight the outer lines on the body making him stand out from the page.

assassinuj.jpg

Thursday, 10 January 2013

SDK Texturing

On Monday i was tasked with hand texturing a SDK file. I was told to choose a pre-made 3D model from http://www.polycount.com/forum/showthread.php?t=70908. I chose to use a template of a goblin warrior and texture him in a similar cartoony style as used in World Of Warcraft. 

(Pics coming soon)