DES 336 Vertical Slice Project- Environment Assets Implementation

After retexturing my remaining props, I implemented all of my assets into the Unreal project. Due to hardware restraints, I scheduled a day outside of our classes to get everything ready for our playtest build, as seen below I also wrote a guide document for the different settings I had in my lighting test forContinue reading DES 336 Vertical Slice Project- Environment Assets Implementation

DES 336 Vertical Slice Project- Remaining Prop Retextures

Before our playtest build on Week 10, I worked to finish retexturing all of my remaining props that I had left for the project, including the main navigation computer, treasure chest, pillow, hooks and hammock. Below are screenshots of the fully finished textures, along with some additional notes to better highlight the work that went intoContinue reading DES 336 Vertical Slice Project- Remaining Prop Retextures

DES 336 Vertical Slice Project- Updated Lighting Test

Over the Easter break, I tasked myself with making adjustments to our lighting test based on the feedback we were given, with the main goal being to reduce the shadows to get a “flatter” lighting style, which involved a mixture of several light fixtures and adjusting the world light to suit our perspective. I alsoContinue reading DES 336 Vertical Slice Project- Updated Lighting Test

DES 336 Vertical Slice Project- Environment Concept Art

I started work on envrionment concept art for our game concept as we had lacked a proper demonstration of our main environment of our game. I planned out how the lighting and atmosphere changes over the course of the game, how the water mechanic would function and the interior of the caves where the playerContinue reading DES 336 Vertical Slice Project- Environment Concept Art

Character Design- Development of the Opinicorvus: Production

Development of the Opinicorvus Character Turnaround- When starting production on my 3D character model, I first drew out a turnaround sheet for modelling. My current anatomy skills are lacking, however I still used it for the model’s silhouette and shape language. Model Blocking- I expedited the blocking process by using the base animal blocking modelContinue reading Character Design- Development of the Opinicorvus: Production

Week 10- Dust Bunnies Environment Lighting

During Week 10 of our Animated Narratives module, I made progress on our animation by working on the lighting for our 3D animation project. My goal was to use lighting that made sense with the environment, whilst avoiding hard shadows in individual shots.  Firstly, to help emphasise the lighting in certain parts of the room,Continue reading Week 10- Dust Bunnies Environment Lighting