When it was time to start production on the game, we collectively decided as a group what each member would have to do in order to complete the game in the best quality we could. It was important to us to assign roles to people that they were confident and comfortable with but also have a level of challenge in there so that we learn along the way.
I was assigned the Prop Modelling role and therefore I was part of the art team that had to make the assets for the game project in order to make the game look the way we had designed it to look. Each prop had to be designed and modelled in line with the “art bible” we created as a team so that all of the assets in the final product all looked the same and worked in continuity with each other.
As a team, we made a list of all of the assets that we thought we would need in the game and then together assigned asssets to each of the 3D modelling members of the group. The workload was distubuted fairly, meaning that people who were modelling bigger, or more detailed models, had a less quanitity of models to complete were as those who were designing and modelling smaller assets were given more to complete.
My models I was assigned were; a wrecking ball, 3 buildings, a crane, a gear/cog pick-up item, a hammer obstacle, a lauchpad, a moving/rising platform, a large buzzsaw, industrial scaffolding and a spikes obstacle.
Each asset had to be created in line with the art guide we came up with as a group, here are the assets I created.
When I was designing my assets for the game, it was important to me that I made each one clear to the other group members how they were made and how they can be used within the game. I tried to, on most models, give eac material a base colour to show were I intented the materials to go. Each asset file was organised and labelled so that the other members of the group weren’t confused when accessing any of the files. I also made sure that each model fit the style and comunicated with my team members throughout the design process.
Another thing I wanted to incorporate in the designs of my assets was a modular aspect. I wanted to design assets that would be able to be put together in lots of different ways so that thye could be reused naturally in the games enviroment without it looking like an obvious copy and paste of individual assests. The assests i’m refereing to here are the crane, the scaffoling, the buildings and the plaforms. Each of these assets are designed so that you can place pieces of them in different ways to have slightly different assets in the enviroment. For example, the crane is made up of individual blocks of metal frames and these frames can be duplicated as many times as is needed to make the crane as tall or as long as is required for the enviroment. The same with the scaffolding, it is modelled in a way were the frames of each part of the scaffolding can be duplicated and placed in different locations in order to make a new layout of scaffolding for where ever it is required. The platform was designed as an idividual asset or a group of assets and has the fuction of moving up and down with what look like hydraulic arms. This is so they can sit at whatever height or angle of rotation that may be required for the level design without having to create multiple of each asset. And again with the buildings, each of the added sections to the main structures can be rearranged with the other models to have a multitude of different visual outcomes.
Here is an image of the assets I built in order to make the crane modular as an example of how I designed my models.