Wednesday, November 18, 2015

Contrast Puzzle Analysis

Backstory: In the game "Contrast" you are the imaginary friend of a little girl, Didi, shielding herself from the realities of her world. Interestingly, you are only able to see yourself and Didi, everyone else can only be seen by their shadow and heard by their disembodied voice.

Core Mechanic: As the imaginary friend, though, you're able to shift in and out of shadows. You can use them as platforms to walk on, bridges, etc. As the game progresses, puzzles are integrated with the shadow interaction. There is no combat, you simply experience the story, and help Didi on her path to reuniting her parents.

I chose to look at the first part of this pirate ship ride which you have to fix so that Didi can ride it. The pirate ship ride is part of a larger carnival where you have to fix other rides through puzzles.
What I think is nice about this first puzzle in the ship is the fact that it builds progressively, and does so at a good pace--not too fast, not too slow.

The puzzle also re-uses numerous mechanics to fill itself out: pulling yourself onto ledges, turning on switches, moving in and out of rooms with shadows, picking up objects, having a time limit...the list goes on and on. But all of these combine seamlessly. As a player, you don't feel like you're being overwhelmed with a plethora of mechanics, instead it feels like you're just getting a good variety. After all, when mechanics are overused they can become incredibly boring and monotonous.

The puzzles are also somewhat directed, the designers do a lot to indicate that something is important. For example, they switch camera angles to show you the door opening when you put pressure on the pads. There are also glowing and sparkly particles around things that you can interact with. The rest is left up to your own logic, and it's not too difficult to come to a natural conclusion. This gives the player the feeling that they've done most of the heavy lifting, mentally speaking, in the puzzle. The parts that the game helped you with weren't holding your hand through the puzzle.

Here's a video I put together which highlights some general points about the puzzle!:



Monday, October 5, 2015

Hard Surface Practice

Here's some hard surface modeling practice in progress.

Saturday, September 26, 2015

Final Isometric Game Mechanics

Hi again. Today I've got some finished isometric sketches of a few game mechanics I created alongside my hero prop, my robot's gardening shears. The drawing features PHYL himself, a quick character design. I'll soon be designing the shears out to make them way more awesome than a lame pair of modern day shears!

Friday, September 25, 2015

Mod Kit Update

I've made more progress on my mod kit recently, and a light has finally found its way into it. It took some time to refine, and I'm sure it will continue to change, but I think maglev laser lights will look really cool in the setting of an abbey.
Right now I'm working on a piece of vaulted roof webbing, as well as props and tiling texture sculpts.  A nice rose window is next up. Busy busy!

Wednesday, September 23, 2015

Finished Character Designs

Here are the results of my rendering! I'm pleased with the results. I'm partial to the lion and space gardener myself. Areas I'd like to improve:
-Continue to push local tone
-More refined lighting
-Better anatomy/posing

Tuesday, September 22, 2015

Mod Kit Progress

I'm currently working on a mod kit for a French Gothic style Abbey. I've already set up a level that has been play tested and is working well, so now it's time for some refined art. Currently the kit contains:
Light Fixture
Basic wall
Arch wall
Roof wall
Column (with end caps for finishing off roof segments against walls)
Windowed wall
Door wall

These pieces are almost ready to go in for baking and potentially a zbrush pass, though nothing significant. The main portion of my details in texturing will come through a set of a trim normals I'll sculpt in zbrush. I would prefer a majority of my general texturing (base color, metallic, etc) to be defined by tiling textures, and use normals, vertex painting, and deferred decals to do the dirty lifting and create variation.


Monday, September 21, 2015

Isometric Mechanic Sketches

Since the last update I've refined some of my hero props' mechanics. 

First up is our lovable gardening robot. He's got a big garden to work with, so he's going to have to work hard to keep up with the ever-growing plants. He can shape topiaries, trim back bushes, prune petunias, and more. Eventually he'll have to return to his shed to sharpen his shears again, but he may encounter more narrow passages where the bushes grow back almost immediately. Yikes. 

Second is a bit of a goofy one, I imagine it to be a sarcastic point and click like Grim Fandango. You've just moved to a new planet, but at least you've still got your trusty magnifying glass. Use it to translate signs, help locals solve mysteries, and look at dirt! Dirt has a lot to say.

Finally is our little buddy with, no, not a jet pack, but a personal hot air balloon! He can use it to jump ravines, find new islands, and skip over dangerous bits. He's going to have to be careful of where he goes, though, because only some islands have more gas for his jet pack.

Sunday, September 20, 2015

Biome Final Screenshot

Hello all! I worked away at this evocative biome for a couple of weeks. My setting was a Florida marsh, and I intended for the scene to come off as serene, inviting, calming.
I feel that the skybox ties a lot of this image together. The foliage textures were hand painted, the skybox and tiling textures are photos/photobashing.

If you're interested in seeing more of my process, please visit my process book.

Here to follow are some contact sheets:




Friday, September 18, 2015

Character Design Sketches: Silhouettes and Scribbles


Here are some rough designs! These sketches are based on random scribbles and silhouettes. My personal favorites are the cat, the boy in the bottom left, and the girl in the bottom right. I'd say my biggest personal challenge was trying to find a sense of anatomy in an abstract blob. The final line art/black and white render of some of these drawings will be completed very soon. I'm excited to see them in a finished form.

Wednesday, September 16, 2015

Hero Prop/Mechanic Ideas

Here are some ideas I brainstormed for a hero prop and some potential uses.

1.  You wake up every night in your dreams, but without light or any way to guide you on. For months you've been trapped in these dark nightmares, and dreaming is starting to feel all too real. So you've created this companion in your mind. She lights the way, gives you a growing path. She needs rest too, though. When you need to stash her away and hide yourself, she'll fit into your pocket while you wait for the end of her quiet slumber.

2. The cat tore up the curtains again, so it's time for the big guns. Break out your super mega water gun, cats hate that stuff! With just a few snap on attachments you'll be ready to take on that kitten anytime.

3.  Sleeping Dart Blaster Backpack. Controls with bicycle-like handlebars that come up and over the head. Buttons on handles fire darts. Reloads similarly to a belt-fed machine gun, pulling from an open box-like backpack. This character prefers non-lethal methods to move through their environment. This is a goofier, wonkier looking prop.

4. Bush Trimming Wrist Attachments. As a gardening robot you've always been expected to be top notch service, but you're not sure how you're going to fare against this odd new infestation. These plants are growing like wildfire, and the bushes are starting to overtake the kitchen. Use your brand new shearing attachment to combat these wild weeds.

5. Personal Hot Air Balloon. Set up is contained within (fireproof) backpack. Balloon inflation begins inside the backpack. As the balloon inflates, the contraption emerges and sails the user away. Sandbags NOT included.

6. Party planning time! The Deco-Bazooka fires today's hottest, glitteriest fashions in the decoration world at your walls! Decorate for any holiday, mood, or illness. This is the tech for you if you're tired of boring consistent decoration.

7. Simple cloaking device expands outward from your hat, and down to encompass your body. Special light reflecting technology allows smart guys to make you invisible when some protons engage in mingling activities within your light reflective nano-carbon-bro gear.

8. Alchemist's Botany Belt. Create your own concoctions to be used within your greenhouse and add them to your ever-growing collection on your belt. Easy access means you'll be able to deal with any mangy old plant that's trying to get away from you. Literally. Results may vary.

9. Better Underwater Travel. This compact machine contains an engine and propellers that will guide a player through any underwater mishap. Easily navigate through tunnels, strange formations, and evade predators. Main drawback is the inability to travel long distances. Meant for quick action, not long term travel.

10. This magnifying glass, a large piece of equipment you must carry on your back, translates all the texts in the universe to your native language. Through using this translation tool and your wits, you can navigate terrifying and confusing puzzles that want only one thing: your death!

Monday, August 24, 2015

Summer Portrait

I was lucky enough to have the opportunity to do a portrait for The Memory Project. This is Ahmed!

Progress w/ Reference. Numerous bad sketches till this one took!

The final version that got sent. I hope I did him some justice! 

Wednesday, April 29, 2015

Racing Game Trailer

Here's a trailer for my racing game I made this semester!

Sunday, April 19, 2015

Arkanoid Inspired Game Research

My teammate and I are choosing to make an "Arkanoid" inspired game, an arcade brick breaker from 1986. We'll be making 2 levels of the game, the first level and a second, more difficult level. Aesthetically we're looking at games like "Candy Crush Saga"
but with cute pastel influences.
The following goes over our Game Features List, prioritized:

Player Locomotion- Players must be able to use their arrow keys in order to move a paddle horizontally in the playable area. This will allow them to bounce balls off of the paddle to aim towards bricks. 

Level Hazards- Bricks are the key hazard in the game. There will be 3 types in each level: 1 hit bricks, 2 hit bricks, and 3 hit bricks. This will allow for strategic placement of both types of brick to challenge the player. 
Falling power ups will also serve as a hazard. While most will give the player positive temporary bonuses, some will shrink the player's paddle size and other's might steal a ball from the player.

Player Health and Respawn System- The player's number of lives will be determined by how many balls they have available to deploy. Should the player not catch a ball with their paddle, they will lose that ball and another will respawn on their paddle waiting to be shot. If the player reaches 0 balls they will lose the game. 

HUD- The HUD will simply display the number of balls a player has at any given time, what level they are on, and how many points they've received for breaking bricks. 

Wall Collision- The paddle will collide with a wall on both the right and left sides of the stationary screen. The ball will be able to bounce off of the top, left, and right walls, but will fall through the floor at the bottom. 

Game Camera- The game camera is stationary and does not move for the duration of the game. 

The general take on this game will be light hearted, cute, and fun. And sparkly.
Really sparkly.
You think I'm kidding?



Thursday, April 9, 2015

Attract Trailer Research

To use as reference for my own racing game's trailer, I looked at the Sonic & All-Stars Racing Transformed launch trailer. It features predominantly in-game shots but is sprinkled with some solid cheesy acting.

What I like most about this trailer is how well they featured a lot of the cool aspects in the game like changing vehicles and crazy stunts. Their cuts are also interesting in the way they continue and build off the motion of the previous shot. Also, shots with long duration are well-balanced with fast, quickly cut shots.

Wednesday, April 8, 2015

HUD Research

Most racing games seem to have HUDs that only occupy the corners and very edges of the screen. They also attempt to be as transparent as possible for least obscured viewing space.
Games like:
Forza 5
Need for Speed: Hot Pursuit
Mario Kart


For my HUD for my own racing game I'll do the same with my space, but will also use it to help theme my level. 

My own vehicle's speedometer looks something like this: 


And also this:
Probably a little too industrial for my country level.

Really what I'd like to do is stick all those dials on a piece of wood:
Perfect.





Monday, March 30, 2015

Particle Research

For my racing level I'd like to include a few particles.
 Just a few falling leaves:



Some water splashing/coming off the water mill:
 

And finally, for pretty-ness's sake, some little fireflies for the evening:


For practice I completed a tutorial that explained how to create dripping water. As you can see in the video below I modified it a bit to be more like a small stream of water rather than a few drips.

Monday, March 2, 2015

Race Intro Inspiration

While this intro from Sonic & All Stars Racing Transformed is pretty long (a little over 1 minute), I still found it to be a good example of what I'd like to emulate in my own racing game's trailer. It flies through each portion of the level, showing the turns and obstacles in detail. One thing that seems odd about it is that it goes through each section of the track out of order. I guess that could leave more mystery to the player, but it does seem counter-intuitive.
Otherwise, I like this fly-though for the way it frames the most interesting aspects of the level, really showcasing the variety of stunts and obstacles there are for the player just in this one track.


Barrel and Turret


So coming up with an exploding barrel and a turret for my racing level was pretty straightforward. I already have the core components of a good ole country time in my level--moonshine, big jumps, exploding things--but all it really seemed to be missing? Fireworks! My barrel, on low damage, will set off the fuses of some fireworks. At higher impact damages, or after a few seconds, the fireworks will start to take off, causing major distraction for the player.

The turret, on the other hand, will track the player as they go around the track in all its make-shift solo cup glory. It will consistently fire at the player causing more distraction while they're going through the level.

Here's are some visual targets.
This is similar to how I'd like the fireworks to be placed in the barrel, as well as how they will fly out on player impact.

But in old bourbon barrels like these.

And for the final bit of inspiration? You know it, you love it. The solo cup! 

Monday, February 23, 2015

Destructible Assets

Here are some destructible assets for my racing game, a moonshine jug and a wooden wall. Explosions are bonus fun.