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 was the start of my environment work for re[Mod]. Because the environment needs to be completely redone, Tyler, the returning artist from last semester, has given me complete creative freedom on the new environment. My first priority was to find a new mood for the world- at present, it just feels boring. It's much too bright, with little lighting or design interest. I assembled a mood board that would help inspire a new style, with a slightly darker and more dynamic feel. I put a special focus on interesting color combinations, and "arena" type environments to provide inspiration appropriate to the context of our game. The next step is to find ways to incorporate these ideas into our game- I started this with a paint-over of our current map in a more visually interesting style.
This week, aside from the standard prop and architecture asset creation, my main task was to bolster our collection of 2D assets. More specifically, we needed more variety of materials for the floors, walls and doors, and we needed decal assets for the mask design upgrades. I started with the mask decals. A problem we faced was two fold: We needed assets that the player could discover in the world that would unlock the certain upgrades they could then purchase. Each upgrade is represented by a design pattern on the player's mask, and therefore had to be visually distinct and line up with one another properly when overlaid. They also needed to be a decal we could place in the world so the player actually had something they were finding. I ended up taking the mask design, and dividing it up into 27 different individual image alphas, each going to its own decal that could be used for both the menu, the mask and the in-game collectable. The other task for the week was the ma...
Comments
Post a Comment