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Showing posts from February, 2018
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25/02/18 Block out continued Further to discussion with the tutor on the course, the block out map was sized down due to  the tutor believing the players might have too much room to move around in and advised that it be down sized to create more of cross fire locations and bottle necks. Below is the original size of the block out map. Compared to the smaller newer map so far.
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22/02/18 Blockout and Floor plan Today was a continuation of the block out and floor plan for the game level idea. Above is a smaller image of the floor plan idea that was initially conceived previously.  Possibly using a smaller floor space but having two levels for players to roam around. Fig -16 - Floor plan Ideas   https://www.pinterest.co.uk/stewartmarr/floorplan-ideas/ Above is an image used as reference and inspiration for the layout of this block out.  Looking at spacing, layout, for how the players could possibly roam about in the level.     Below is images of the initial block out created in Maya to Unreal measurements.  The purpose of the block out is to get an idea of a possible layout for the game level. A scaled figure can be seen in the images for reference to scale for the buildings to the players. As stated, this is an initial block out layout design.  However, this might be ...
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8/02/18 Floor plan & Block out Further to design and development of the game level design, below is a picture of Liverpool's Georgian Quarter where much of the primary research pictures which were used for mood boards were taken.  The purpose of the map is to be used as reference in support for construction for a floor plan for the level design. Fig 11 - Georgian Quarter. Looking further into floor plan design inspiration, below are some images from the floor plan mood board created at the beginning of the module.   The purpose of these images and the creation of the mood board is to assist in the creation of the floor plan and wider level design, in making the level effective in its purpose. Fig 12 - Floor plan Ideas  https://www.pinterest.co.uk/stewartmarr/floorplan-ideas/ Fig 13 - Floor plan Ideas  https://www.pinterest.co.uk/stewartmarr/floorplan-ideas/   Fig 14 - Floor plan Ideas  https://www.p...
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6/02/18 Sketches and Concept Art As part of level development and design, some sketches were drawn to give an idea what how the level might look like.  Here are three rough sketches of initial ideas for the level based on some images from developed mood boards on Pinterest.  The idea for the theme is industrial, Gothic, gritty, Victorian look. Concept Art Here is some concept art for the level, based on images from Mood boards creating on Pinterest, to show how the level might look like.   Fig 8 - Game Level Mood board 1 https://www.pinterest.co.uk/stewartmarr/game-level-mb1/   Fig 9 - Game Level Mood board 1 https://www.pinterest.co.uk/stewartmarr/game-level-mb1/   Fig 10 - Game Level Mood board 1 https://www.pinterest.co.uk/stewartmarr/game-level-mb1/ The idea with these images, is to give the game level concept a suggestion of its theme.
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1/2/18 Questionnaire Today's session involved carrying out a questionnaire on gamers called BrainHex.  This questionnaire helps with marketing and psychology of gamers for the industry.  Below are the results taken from the questionnaire.  6th, Conqueror-Achiever.  This gives an insight to what type of players people are and what types of games people play. Maya Today's session also included new tool skills practise on Maya, in particular learning to use the poke tool.  Starting by creating a shape, for example a cylinder, then selecting create, sets, quick select set and apply. This creates a set, which helps with the poke tool selection. Then click edit mesh, poke, and click the box. With the set already created earlier, this will create a X effect on the the faces that have been selected, thus being able to create patterns on the shape. Above are some images of the objects that the poke tool was used on.  Pur...