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...
As I float towards Re[Mod], I think back on our attempted game, Empirical, and wonder what could have been. It certainly was a high-scope project- essentially the scale of a single level from Bioshock- and we got closer than I could have imagined to achieving the goal. I can't really speak on the challenges Amos and Kai, the designers faced. Nor can I touch the programming difficulties. My understanding and specialty lies solely within the realm of the art, and the Environment. In that regard, I am quite proud of the end result. Early in the process, the main objective of figuring out exactly how such a large area could be modeled, constructed and polished by one person, was quite the mystery. Thanks to a well crafted pipeline I think not only did we manage to build a believable space, I also think we created a place that has a sense of genuine atmospheric dread. I would have loved to have an animator, of course, as the enemies are quite... stiff. But I think the ...
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