The Vertical Slice Project has been a huge learning experience in many ways. From day one, there was a big adjustment due to the much larger team size. Coming from semester 1 (and first year for that matter), I struggled to have the same voice that I did in a much vaster team. I learned […]
Category: Vertical Slice Project
Google Drive Links See all individual software and concept files (models/animations/AI/pngs etc) here. See all final 2D Art Outcomes here (for development, iterations and more concepts, see rest of blog). SketchFab SketchFab for Asset Pack. SketchFab for Mark 15. The Game Game Prototype. Gameplay video:
When all assets, characters, art etc was done, I got to work on the key art for the game. From above, I really liked the use of white borders to make the centre colour palette pop. I also like the painterly textures (this carries through from our style guide nicely as well). See the process […]
Dust Effects Conaill and Jon on my team had asked me to create some dust particles on Niagara. I got Henry to help me with this as I wasn’t too familiar (although I know how to make fireflies from last semester). Henry was super helpful and guided me threw the particle creation process. I took […]
I animated two key movements for Mark 15: the jump, and the lever pull. See Maya files here. I used this video to help me with my theoretical research. The first key thing I learned that in games, the visual identity is out of the animator’s control, it should be able to adapt in order […]
When I’d finished my character model/textures and animations, I decided to help enrich the scene by creating an additional small asset pack. I wanted to make sure all these assets followed the style guide well. Having textured Mark 15 with the knife alpha brush, I have developed a key understanding of colour/mark-making in context of […]
I am working with Jon – one of the game design students on my team – on the GUI. He is learning UX as part of his course, so he’ll be doing the Figma/UE implementation, and I’ll be on the graphical/art side. I looked at a lot of inspiration for the GUI from other games, […]
Before heading into Substance, I textured with some coloured lamberts and blinns in Maya, just to get an idea of what would like harmonious. I think the key things I learned here were: The warm grey works very well for the body The legs/neck/torso joints should all be the same colour to create a harmonious […]
Blocking in Blender I began by taking my first-pass Mark 15 concept and blocking out the shapes in blender. When it becomes 3D, there’s a real pull to focus on the proportions in order to make sure it feels human-like and believable as a protagonist. I actually referred to a lot of anatomy reference when […]
This was the first sketch I did at the thought of a robot protagonist. I think Morgan had mentioned the term ‘samurai’ and it just sprung this cool hybrid idea in my mind… a samurai robot. I liked the plate hat and poncho and thought it made a really solid silhouette. I actually used this […]