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Thursday, 15 March 2012

War of the Roses Enemy Character Creation Pt1

Today me and Andy began work on our Enemy Character for War of the Roses. Using a base mesh, we have sculpted the basic features of the characters face.


Using a base mesh, we have sculpted the basic features of the characters face. 


 Using the Masking tool on the characters head, we next created the basic shape of a helmet.


 We then took to shaping the helmet based on the image parallel to it. We added a different shape to the front of it however, to make it look a little more unique.


 The next was to create the basic cloth clothing we wanted for the soldier. Once again using the masking tool we obtained the basic shape of the character.


 Then using other tools we shaped it to an appropriate look that we were satisfied with.


 For the Gauntlets we wanted to use something similar to this reference image. We were able to create the elbow protection, and then allow it to overlap the cloth material.



We finished today's work through masking the basic shape for the Body Armour and Boots. Further detail will be added to all aspects of the model later in the week.

War of the Roses Level Additions

Using one of the platforms I created yesterday, I have added a small section to the first level. The section features to spike strips with a stack of crates in the center. There is a wall obstructing the player from continuing, so they must push one of the crates next to it to jump over.

There is also a collectible coin that can only be accessed through jumping off one of the crates.

Wednesday, 14 March 2012

War of the Roses Platforms

Today I completed three more platforms in 3ds max for the game. UVW mapping was then applied, and was then exported as an FBX ready for Unity.
The original platforms used for the demo were not separated, so I thought it necessary to be able to mix and match certain aspects of them for future parts of the level.




Tuesday, 13 March 2012

War of the Roses 2D Platformer - 6th Week

War of the Roses 2D Platformer

After lots of planning we have now began work on our 2D Platformer Project, 'War of the Roses'.
The story for the Game is as follows:

It is 1471, and King Henry VII’s quest to regain the throne for the house of Lancaster is about to begin. Henry VI has been executed in the Tower of London by Edward IV. Henry VII will now begin his path of vengeance against the house of York, and take back the throne that was rightfully theirs.
The control scheme for the game is similar to that found in games such as Mario or Little Big Planet. The player can walk, sprint, jump (variations in height), block and attack. The players speed can influence things such as the distance he can jump. Enemy AI will be introduced at a later date.



At the 6 week marker in the project we have produced a presentation stating which parts of the game have been completed, and which are yet to be done. The video has been posted below, feel free to pause and have a look at our workflow.



We have also been able to produce a demo build of part of the first level of the game. It doesn't yet feature final character animations or HUD design, but gives a clear idea of how the game is going to look.



Tuesday, 17 January 2012

Motion Graphics Final Render

Below is my Final Motion Graphics render. It was made using Adobe After Effects.




Monday, 9 January 2012

Character Animation Project

Here I have posted my Character Animation from my second year at University. We were given a character already rigged, and told to animate him to a small audio clip of our choice. I chose a clip out of the film Anchorman.


Uni Year 1

The things featured here are from my first year in University. They show the types of work I created in order to get a basic start for my Game Design work in the future.


Football Comic Strip




Game Cover designed in Photoshop (Before Gears of War 3 was released)





Vector Graph project of myself, created in Photoshop. 

3D Model of the Apollo 11 created in 3Ds Max. This model was used in my Animation Project that was based upon the Apollo 11 Moon landing 3D re-enactment.





Basic model of the Titanic with a water plane, created in 3Ds Max. It was used in my first game, where the player controlled the ship across the sea, avoiding the icebergs that moved from side to side. A future link will be given to this game at a later date.





These are both examples of Texture work. Using the stamp tool in Photoshop I created textures that are able to be tiled without a seem being visible.






This is the Apollo 11 Animation that I created for a Video Concepts project. I attempted to feature several different animation techniques within it. The 3D animation inside it is probably where I felt I excelled the most, as the stop motion is quite basic.






End of Year Animation Project. This animation was created in 3Ds Max, and all models featured within in it were created by me and Andy Fields. As our first fully fledged 3D animation we were fairly pleased with the results, although in hindsight it is quite slowly paced, and if done again we would adjust the speed to a more realistic pace.