Sunday, April 26, 2015

Sunday, April 19, 2015

Dynamic Lighting Practice



Some of the older stuff before I had to start catching up on school work

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