Saturday, December 5, 2015
Friday, December 4, 2015
Wednesday, December 2, 2015
Tuesday, December 1, 2015
Sunday, November 29, 2015
Saturday, November 28, 2015
Thursday, November 26, 2015
Wednesday, November 25, 2015
Tuesday, November 24, 2015
Sunday, November 22, 2015
Friday, November 20, 2015
GA326 Puzzle Game
Catherine
Primary Mechanics:
Traverse up the blocks to reach the exit
Move the blocks to create new paths to climb
Level & Challenge:
Stage 4 Prison of Despair (2-3) Floor Normal
Progression:
This level is stage 2-3 thus is the fourth level in the game including the tutorial level in the beginning. At this point in the game the player should become much more accustomed the the mechanics that will now make it less confusing due to the previous levels allowing you to do certain mechanics without telling the player about it yet (pacing could be better). The objective of the puzzle is for the player to find the optimal path to traverse to the exit up at the top of the level.
The main mechanics up to this point includes:
- Player movement:
The player is able to climb up, drop down, hang on edges, move left/ right, pull, and push blocks
- Default Block (White):
The player can freely move these boxes unless it is obstructed by another one in the direction that the player is interacting with it. Boxes will stack on each other even if they are touching at the edges only, but if there is no box supporting it then it will fall (can crush the player).
- Immovable Block:
Block may not be moved by the player (may drop with no support)
- Cracked Block:
Block will crack after the player steps on top of it.
- White Block Item:
Player throws a white block in the direction that they are facing creating a new white block
- Rewind:
Undo previous action
- Bell:
Checkpoint
The main mechanics up to this point includes:
- Player movement:
The player is able to climb up, drop down, hang on edges, move left/ right, pull, and push blocks
- Default Block (White):
The player can freely move these boxes unless it is obstructed by another one in the direction that the player is interacting with it. Boxes will stack on each other even if they are touching at the edges only, but if there is no box supporting it then it will fall (can crush the player).
- Immovable Block:
Block may not be moved by the player (may drop with no support)
- Cracked Block:
Block will crack after the player steps on top of it.
- White Block Item:
Player throws a white block in the direction that they are facing creating a new white block
- Rewind:
Undo previous action
- Bell:
Checkpoint
In this game the player creates their own path to the goal up at the top. There are occasionally a specific solution that the player will need to find but for the earlier parts of the game the player is given the freedom to solve it in their own path. This means that there are multiple ways to traverse the obstacle but on the other hand it is possible to create a situation that proves to be impossible to solve. Level 2-3 specifically is the last section of the first main level thus is fairly basic in mechanics. The main difficulty hike is in the number of cracked blocks that make it more important to plan out your moves before taking action. Being the fourth stage into the game it thus forces the player to do less trial and error if they want a closer to perfect run thus the pacing and design of the stage makes sense for its placement. Two white block items are giving near the half way mark and the 75% mark for the player and may be used.
Types:
Sequence Puzzle
Visuals:
Feel:
As the levels get harder the player definitely feels more intense alongside the dark and still largely unknown atmosphere that is set. The tone is counterbalanced by the more goofy nature of the player and narration giving in the game giving it a sense ridiculousness balancing it out with the more grim visuals.
Thursday, November 19, 2015
Friday, November 13, 2015
Tuesday, August 4, 2015
Artstation Page Up!
Updated with a few more portfolio pieces! Character design tab now redirects to ArtStation
Sunday, July 12, 2015
Thursday, June 18, 2015
Tuesday, May 5, 2015
Sophomore Year Portfolio Section
Turntables:
Car:https://drive.google.com/file/d/0B-qiU5hplY-jd2gwWHpFSWY2RlU/view?usp=sharing
Character: https://drive.google.com/file/d/0B-qiU5hplY-jYlU4WGtwMnJXSTA/view?usp=sharing
Car:https://drive.google.com/file/d/0B-qiU5hplY-jd2gwWHpFSWY2RlU/view?usp=sharing
Character: https://drive.google.com/file/d/0B-qiU5hplY-jYlU4WGtwMnJXSTA/view?usp=sharing
Hero Character: Pale Rider
Thanks to Kurt for the help on this!
Lexus LFA
Friday, May 1, 2015
Wednesday, April 29, 2015
Sunday, April 26, 2015
Sunday, April 19, 2015
Friday, April 17, 2015
Character + Kurt's Newsfeed
A older preview of my character (dude in white, black and orange) in Kurt's Newsletter. Other pieces are of course by other people. Will post the official link one its released.
Wednesday, April 15, 2015
Game Attract Trailer: Split / Second Velocity trailer
Changing my attract trailer to this instead because Burnout's trailer does not suit the assignment too well.
Monday, April 13, 2015
Saturday, April 11, 2015
Game Attract Trailer: Burnout 3
For the attract trailer I chose the Burnout 3 trailer. Since we had to look for an arcade racer it is one of the most obvious choice to go for. It is definitely not the best trailer in terms of cinematography (cuts, etc..) but it does give the views a very clear idea of what they are getting into. It pretty much is a compilation of crashes (the main point of the game) and piles up quickly giving off a more fun and goofy vibe. It is pretty much a silly trailer that communicates the absurdity of the game in its truest form!
Thursday, April 9, 2015
Racing HUD
In racing games the HUD does not vary off too far from each other. Every major components remain the same throughout in terms of the speedometer, etc... but one thing that has changed in the newer generation of racing games is the depth of the HUD. A simple way to put this is that the HUD has become more dynamic, Take a look at the following examples:
Burnout HUD
Need For Speed HUD
The Crew HUD
Split Second HUD
The main difference is that the HUD starts to play with all 3 axis instead of two that creates a simple static image. The idea of the HUD leaning into the screen gives it a much more dynamic sense of depth due to the newly added perspective to the UI itself. In some cases like Split Second, they push that even further by tacking it onto the players car itself (it moves!)
The car that I modeled was the Lexus LFA:
Its interior dashboard looks like:
Basically another digital based interface (supposedly because its too fast for an analogue?)
My current redesign: not exactly happy with it but thats the general idea in terms of the visual style that I could play with. Basic idea is to push the depth in to give it a more dynamic look (didn't really pull off what I wanted but its just a rough). The basic display is all crammed into one single unit which is heavily based off the actual LFA dashboard. The heathbar is the part that will change the most as it currently displays both a bar and numerical value. May try to tack it onto the speedometer's side and wrap it around instead. This wil create a composition issue due to the HUD being a box on the top right and essentially a circle on the bottom left. We are missing a map to make the HUD complete. May try to see if I can pull something like Split Second off if theres enough time (or even possible through UMG?)
Monday, April 6, 2015
UE4 Particles
Main explosion stack particle failed so yeah... Heres two other ones.
Dynamic Parameters breaking materials. Check
Maya fluid export taking forever. Check
Exporting explosion stack vector field taking forever. Check
Everything that could have gone wrong went wrong...
First ones a pickup that will (eventually) trigger an event. Must fix the jump due to the car going way too fast now.
Second particle follows the idea of a firefly swarm (aka. standard vectorfield rotations). Was originally going to be for embers with fire buy dynamic parameters decided to break everything.
Design In Nature: Inventive Bird
Heres what I ended up turning in for an assignment in class. Still a lot of problems (especially with color, let me study value in peace first please!)
Color/ Values are probably darker than it should be, screen's not calibrated properly.
Thursday, April 2, 2015
UE4 Particle Ideas
1. Fireflies
Pretty much a standard FX made manipulating the vector fields
(give us FumeFX please)
2. Rapid Explosions
Going to go with a more float-y spark to try out more vector fields
No tutorials, just dissecting Unreal's default/ content examples
Monday, March 30, 2015
Inventive Bird WIP
WIP of an inventive bird assignment. Just doing this because I broke my tablet pen... boooo. 2 days before I get a new one (yay for prime!?!?)
Friday, March 20, 2015
More practice
Been following AJ's horror series and it seems to click faster with me this time around. Still got a long way to go.
Designs are just variations of AJ's since I'm focusing on rendering rather than design.
Need. To. Learn. To. Paint. Better... VALUES
Monday, March 16, 2015
Thursday, March 5, 2015
Racing Level Intro BurnOut Revenge
@04:00
The clip I chose for the racing intro is Burnout Revenge. The overlays are definitely an interesting idea that I would like to try (but done more subtly). Show off the main landmarks, starting area, etc... Hopefully I'll be able to have traffic (or other cars) running in the background on other sections during this.
Tuesday, March 3, 2015
GA240 Barrel and Turret Ideas
Barrels variant: Cargo Containers
Turrent: Cargo Container Conveyor Belt
Idea based on turret being a cargo lane in the level.
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