So because of our change in the game where the player is now experiencing memories that are good or bad, we went a little less dark in the environment since the light is suppose to bring "hope" and positive feedback to the player. Even though the models and textures are going to be natural colored, the black/dark atmosphere is simple enough to differentiate the light from the dark. We also agreed that if mood lighting is needed, then we will go in and establish that.
Sunday, November 17, 2013
Week 9 Results!
For this week, I had to go back and change a bit in the color palette for our game because of the narrative change in the approach to our game. I think we are getting great progress with this, even though it should have been established at the beginning, but we ended up trying different things and ended up at the result of what we wanted. I expected this to happen since it is a group project, and not everyone can agree, or technical limitations may end up changing what we can work with our game. Now it is heavy on narration and art style, so even if our puzzles might be generic, we have certain elements that make the game unique to itself.
So because of our change in the game where the player is now experiencing memories that are good or bad, we went a little less dark in the environment since the light is suppose to bring "hope" and positive feedback to the player. Even though the models and textures are going to be natural colored, the black/dark atmosphere is simple enough to differentiate the light from the dark. We also agreed that if mood lighting is needed, then we will go in and establish that.
So because of our change in the game where the player is now experiencing memories that are good or bad, we went a little less dark in the environment since the light is suppose to bring "hope" and positive feedback to the player. Even though the models and textures are going to be natural colored, the black/dark atmosphere is simple enough to differentiate the light from the dark. We also agreed that if mood lighting is needed, then we will go in and establish that.
Friday, November 8, 2013
Week 8 Progress!
This week has been a little crazy for me. I went back with the texture test that I did, and actually put it up in a word file with screen shots to help the group. I also went and did a UV guideline also to help the group with how to approach the UV mapping.
As for concept art goes, my goal was to finish all the platform concepts so I could focus on the puzzle concepts that Alex is bringing to the table.
I want to help out with blockouts for week 9, because I know having that in the game is very crucial. Even though I am more for 3D modeling, I am trying to fulfill the spots that we need help on which is concept art. I am feeling really stressed about the project not because of my role, but because of the role that certain group members are putting in. I understand that everyone has their own limited manpower, but definitely some people's manpower stands out more than others. Motivation drives projects, and trying to get some of the group members to be motivated about it is difficult. I think this issue comes up because they don't fit the style of the game. Also, I am seeing the benefits and also deficits of agile process. It is great to assign people hours, but they never follow it! It is also very much unclear of how much is getting done with these assumed hours that we have assigned. Overall, we still have due dates, which is good, but falls back to waterfall a bit. The fact that agile focuses more on being prepared for change is really helping, because we aren't losing that much work at this process of changing our narrative and game play.
Sunday, November 3, 2013
Week 7 Progress
This week has been a lot more of cleaning up work and settling on one thing after offering to my team what I have come up with in my work. I decided to settle down this week to finish the texture test and also some research on how to get the textures to seem more like paper.
Here I have given my team a bunch of color choices. In one of our meetings, the team suggested to me that the colors should be more neutral, and that it should be in red. Originally, it was purple, because I thought that with anxiety, purple established more of an anxious mood. The team unfortunately didn't agree, and so therefore I went to change my work in order to satisfy the group's vision as a whole.
Here I have given my team a bunch of color choices. In one of our meetings, the team suggested to me that the colors should be more neutral, and that it should be in red. Originally, it was purple, because I thought that with anxiety, purple established more of an anxious mood. The team unfortunately didn't agree, and so therefore I went to change my work in order to satisfy the group's vision as a whole.
Sunday, October 27, 2013
Week 6 Pre-production!
This week was heavy for me on the concept art. I established some asset concepts that would help with our modeling and texturing pipeline for the team.
This is a concept art of the floating updside down trees in the background. At this point, I am laying down basic colors so I can see how it works as a whole with the other assets. I am actually using the colors from the environment concept storyboard that I created on my first post. Here is a concept art of the vertical standing platforms, hanging vertical and horizontal vertical platforms.
Monday, October 21, 2013
Progress of Concept Art
What I have noticed for the Concept Art progress is that after we had established a style for the game, it has been a lot of research for me since I am the art director and also the project manager. For the beginning process of what occurred for the Environment Art concept, I started with a storyboard sketch of what it should have looked like according to 3 stages of looks in the level.
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