This week saw lots of new props and decorative assets, but the biggest jump was the light tests, which show new opportunities for making our environments look better than ever.
This week, I was tasked with prioritizing the creation of the mask- the source of the player's abilities in the game. The two major parts of that were making the actual mesh and base material (which as an environment artist proved an interesting challenge), and developing a design scheme and layout for the designs of the mask. Begins the designs are a representation of the player's upgrades, they must exist as a separate entity from the mask material itself so they can be progressively added on during gameplay. For now, I just had to finalize the designs themselves. This was the task I started with- finalizing the mask shape and creating the designs. After a good deal shape meddling, I ended with a shape and set of designs I really liked. Because of the three upgrade category, three distinct design languages needed to be present in separate areas of the mask so that players can easily differentiate one type of upgrade from another. All in some come were inspired by Ar...
After a long break, including a trip to Jordan and San Francisco, I return to work on re[Mod]. This week, there were several tasks- adjusting lighting and getting a rudimentary crowd animation was just the start. I pushed further in the campaign to present more games as easter eggs in the environment- seen here are Sojourn and Aurora references. Other assets of note were replacements for the health kits, both the large and small variants. Finally, the biggest task of all was the first pass lighting on our new 1V1 arena style map. This map is much smaller and has, in my opinion, much more opportunities for interesting lighting and props. Seen here is an example of the map part way through my lighting, props and decal pass.
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