Tuesday, December 10, 2013

Wk15 Final Projects



This was my first line art that I did, and I knew that I planned to make this character the main character of my game. When I first did it, I didn't realize that the logo would become a problem when I would have to color it so I had to work some photoshop magic and get rid of the logo on his shirt and his glove.
This is the comparison of the near final recolored art with the original piece. I chose to simply use the color layer effect than do the shading by hand because the fabric that was used would take hours to do by hand and I still had other things that I wanted to do with the final.
This is the final piece for my protagonist, where I made the giant finger into a gun type weapon and added the games logo to the weapon to signify that he is part of the cities army.



This is the actually the third line art that I did, but the second character that I finish. This is a major female character in my game and is the sniper in the squad that the protagonist is in. So when I was doing the line art I already knew what I wanted out of the art and was able to finish the art in a few hours.
This is the final colored art over the original piece of art that I used for the line art. I really like how the character stands out and is different from the background. While this isn't exactly good for a sniper, the point is that she is wearing the blue and gold of the Lexington Army and has blue hair because the game is a turn based strategy game and the hair being the same color would allow her to be easily seen a blue player.


This is the final character, where she has the army logos on her gun and her cap, which are a little hard to see but they looked better with the coloring than just having the logo over everything like I sloppily put it there.
This was the Second line art that I did, and I planned making it the antagonist. This isn't the full line art that I finished with because a lot of the minor details I made in the final line art and coloring, are not present in this one because my ideas for this one were constantly changing as I was making it so a lot of the details and what would be colored differently was chosen as coloring was happening.

This is the final coloring in the original art, and i really liked the contrast of the red and gold with the dark purples and blues of the background. Originally I had the antagonist's skin grey, but after I placed him back into the original art, I found that matching him with the creatures would kinda be like him being the strongest of these monsters and thus becoming their leaders.


Now i had already had a logo for the Lexington Army, so I was left to create a new logo for the villains. To do this I turned to Illustrator to try something different, however I had nearly forgotten everything that we learned so it took me a while to get reacquainted with the program. After I got the logo and the designs on the logo, I tried to write out Rebel Army with the paint tool, but I made it much too big and was only able to write Reb, but I think it got the point across for something that would be small on a character.
This is the final Antagonist with the logos on his guns and a metal pin of the logo on his jacket. A lot of the final coloring was about nitpicking the small details out of the image to make it look as good as possible.

This is something that I threw together in order to have all of the images into one "battleground".

Monday, December 2, 2013

wk14 improvement final phase

I decided to update my logo and was unable to find my original title screen to place it in the video, but overall I updated the logo with some textures. I began with an overall metal texture for the gears and the factory buildings. Then I went and textured the wheels with a wood texture to make a water wheel type of look. Then i textured the bottom buildings with a stone brick texture and a nice, tiled roof. Finally I had to find a texture for the text area that looked like something to the written on, so I tried multiple paper textures but ended up settling on this one because it looked like water that works well with the wheels that I have on the lower half.

The gun was much easier to update with more realistic textures, because I only had to deal with the  wood texture that wasn't had to find since I already had one and the metal texture for the metal portions of the gun. Overall i really like how the gun looks with the textures because it adds depth to the weapon and I think it looks better than the realistic gun.

Thursday, November 21, 2013

wk14 research for improvement


Currently I am unsure about which I want to improve, so I think I will spend time over break making the rifle more realistic with a wood texture see what else I can do with it. Then in lab on Monday when we get back I will go into illustrator and work on making my logo better. Probably making it larger and and leaving the side wheel and gear unattached so I can eventually animate them to spin.

Monday, November 18, 2013

wk13 upgraded prop art

For this week, I decided to add to my prop art. Since I am going to have more than one weapon in my game, I should probably create another. Since i already made a gun, I decided to make a sword that the main villain would use. It is a rugged blade that is just pieced together to become more and more deadly and the handle is basically metal rod wrapped in a bandage to add grip. The nicest part is the cross grip, which would be taken from an army sword. The blade itself is made of mixed metals, since it would be made mostly of scrap metal and a blacksmith that is working in the black market. The main point of this sword is to cause damage and pain to the opponent, which is why it is jagged.

Thursday, November 14, 2013

Monday, November 11, 2013

wk12 Maya Modeling Final Phase

So here is a render of a chest i made with a torch that is suppose to be on a light source. I think the light was a little off, making it darker than it was meant to be. However, my chest is nice and lit up around the corner.

Another render of a different chest, that is more of a close up and clearer shot. You can't really see the chest too well, but the lock is much nicer close up when it. I spent a lot of time trying to make it as good as possible, but the shapes didn't go together very well.

 A close up render of a door in a hallway, not much to explain here.
 These are columns that I made to have in the corners of dead ends. They populate all the dead ends and a few extra corners. I also have a much better picture of the torch, showing how it is inside the light source so looks like the fire is emitting the light.
This is the overall picture of my maze, showing the columns and the other pieces I have added to the maze.

Wednesday, November 6, 2013

wk11 Maze Texture Concept Phase

Since my maze is going to be based off of a castle, I had to think of games that had castles in them, as well as showed the inside of the castle. First I came up with assassin's creed, which had a lot of open castles and windows that let in a lot of light. This is something I like because I wasn't planning to make a horror type of maze so more light isn't bad. Then I went to Dark Souls and looked at how it had many high roofed hallways lit with torches to create a lot of shadows that created an ominous feeling. Next was the Wolfenstein, where it had a nice stone hallway that was lit by torches. These looked very good because the roof was also low, creating a much better looking environment that the dark souls level. The final picture in the bottom right is a picture I found while looking at Wolfenstein but is from a game called pin dark, which is something I haven't heard of before, but the game looked prefect for what I was looking for. It is a stone maze with columns and torches that give off a mythical light, which I am much more interested in than normal fire light. It gives me ideas to use a much more mythical atmosphere to my maze and gives me creative ideas for decorations that show magical creatures once traveled those grounds.

Monday, November 4, 2013

wk10 Maya Modeling Final Phase


These are the renders of my maze. It is suppose to look like an old castle, falling apart due to decay and neglect. However, it is still being lit by an ominous green glow and bright lights with no source. The maze wasn't too hard to make once i got into a rhythm of placing pieces, copying them, moving them and then repeating, it even became a little fun. I may have went a little overboard with lights but I'm not going for a scary maze, just an old castle that you are trying to find your way through.

Wednesday, October 30, 2013

wk10 Maya Modeling Maya Concept Phase

These are the 3d renderings of my maze wall, floor, roof and door, all following my medieval theme. Using the larger stone blocks as the floor and the more colorful bricks as the roof. Meanwhile my door is made of older wood in a archway that you would see in a castle.

Monday, October 28, 2013

wk09 maze design final phase

This is the final concept image for my maze, i plan on basing it on an old forgotten castle. It won't be horror based, just a castle filled with pictures and moss. I need to work on making the doorway better but I think I did pretty good overall. I decided to use a lot of moss to show just how long the castle has been abandoned. I will have paintings on the walls and it will be very much like an abandoned art gallery for the player.

Thursday, October 24, 2013

wk09 Maze concept phase

These are my 3 maze ideas. the easy maze is pretty straight foreword and isn't that complex with no rooms. The next maze level gets a little more complex with a few rooms and only a few pathways. The final hard maze is mush larger, and has several rooms inside the maze to add multiple splits.


I plan to theme my maze off of a old stone castle that is filled with paintings (seen below) and being built of stone for everything to show it's sturdiness. 






Wednesday, October 16, 2013

wk08 building art concept phase

For my Building prop, I am going to recreate the central command building from  Full Metal Alchemist because it is very similar to the art style that I plan on using for my buildings. It is made of the white stone and has many windows which is something that i plan on using for my buildings. There are multiple buildings so it will be interesting shadowing but should be rewarding. I plan on focusing more on the bulding and will get rid of the rest of the image.

wk07 Prop Art Final Phase

Although it isn't great, this is my final prop of a gun for my game. I focused more on shadowing with the wood which looks pretty good. I found that the larger shadows looked better than think strips if i diffused the colors a little more so it wasn't too straight of a change, which I probably could do better on.Then I moved onto the metals, which were a lot of narrow lines, so I found that mixing in the shaded steel and the normal made a good look for parts that would be partially covered. I decided the Lighter metal looked better with more shadowing and would match the original image more closely. One thing i could have done was to make the darker and normal color of the wood more mixed to give it a more "wood-y" look. I Felt like making the prop was challenging but also rewarding when i finished making it.

Monday, October 14, 2013

wk07 Prop Line Art

I chose to make line art of a gun, which would be used by the characters in my game. I chose this rifle because it seems like the type that would be easily mass produced in the time period of the game. So it is made out of wood for most of it's body and the mechanics of it are made from steel and iron.

Monday, October 7, 2013

wk06 Logo Final Phase

This is my final logo that i made using illustrator. At first, i was really unsure about how the logo would turn out if i used illustrator instead of photoshop, but i really like this final product compared to the concept of the logo in photoshop. Following a kingdom hearts type logo, I was able to the two different areas of the city, the heavy and dirty industrial area, and the nicer housing districts. Also, using Illustrator, I decided to get a little creative and i tried to create a gear, but after making it, i thought, why not also make a waterwheel, since they are both major parts of the industrial revolution. Using some imagination, the top part of the city represents industry, with the darker colors showing pollution and the smoke stacks spewing smoke. Meanwhile the bottom represents the housing districts that are powered with waterwheels and flowing rivers. These are also going to be two main settings for the game.

When I integrated it into my title screen, I replaced the existing Lexington billboard and decided to have it dissolve in and out every couple seconds so it was animated like the rest of the GIF. I ended up having to make it into a video because it was not working as a GIF.  it will still need a little work to be cleaned up, but it still looks good.

Wednesday, October 2, 2013

wk06 Logo Concept phase

These are my 10 thumb nails that I came up with for possible logos. Alot of them involve different size text, different fonts, and different images. I tried to grab ideas from different games, ranging from kingdom hearts, assassins creed, and infamous, as well as some other game logos i found online. I think I'll go with the first idea to make a kingdom hearts type world opener. It seems simple enough that i can easily fit it into the title screen.
 This is my first attempt at making the logo with a city that is undergoing industry in the background and the name of the game in the center. the arrows won't stay as they will become some other design that works better. It also includes most of the colors from my mood board.

Monday, September 30, 2013

wk05 Title Screen Final Phase

When i was going to animate this, I only had a few different options to animate, the characters, the "Press Start to Begin" and the background. Meanwhile the majority of the image was static, as in the buildings, so I had to make due. I began by making the words blink in and out which I did by changing the opacity as time went on. Then I focused on the background, which was the smoke and the moon. I slowly moved the smoke back and forth but I don't think it's that noticeable. The Moon is moving in one movement and as I slide it across the screen, I added more starts to make it seem like the night was going. Finally I came to the character. I wasn't sure about how I was going to get them t move fluidly, so I decided to just wing it and changed their position multiple times. I like how this turned out because I was able to move them on and off screen, to go between buildings, and end up back where they started. The only problem was that the characters are static as they moving, which is a little disorienting, but I still like the overall concept. When I become better at animating, I'll come back adn make this look better and more fluid.

Wednesday, September 25, 2013

wk05 Title Screen phase one

While working on my title screen for Lexington (shortened title of Lexington Corner) Where the title is the billboard of the first factory that the city got it's name after. I plan on animating the two characters to have slight bobs to give the motion of breathing. I also plan on animating the moon to move across the sky very slowly and having the starts blink in and out as time goes on. The smoke will slowly move along with the lighting slowly changing since it is suppose to represent a fire burning in the background. The press start to begin will also slowly look like it's moving closer and farther away by adjusting the drop shadow. I might also add some fire in some of the windows and have those move, but i am unsure right now. Another thing i might do is have the Beast jump between buildings, maybe show up at another place or even in a window and look up at Lexon. Lexon could also look towards the moon and howl at it.

Tuesday, September 24, 2013

wk04 Mood Board Final Phase

Due to my poor decision making, I forgot to save all of my images as photoshop files so i decided to instead create a new image that combined all of my previous images into one larger one using my mood board for my game. using basic grayscale for the environment gives off a feeling of a city that is in dark times and dirty with smoke and smog. I also plan on then contrasting the background with the characters, so it is easy to see them in on the overworld map. Using any color that is on the brighter/ lighter side will allow the character to stand out in the world and gives me alot of options to use different colors. I was trying to do several different things to pull all of the images together in a nice and complied way that worked well together including a bulliten board and a newspaper, but in the end, I decided to go with a black and white back drop while having the different topics pop out using a blue background. 

Wednesday, September 18, 2013

wk04 Mood Board Concept Phase

Looking at this poster of The Legend of Zelda Ocarina of Time, I feel like there is a good mix between the forest colors, the greens and the golden color, with the lighter colors, the brighter yellow and the tan. This mixture provides good contrast and makes each color really stand out and form a overall picture full of smaller details, like the dark green leaf border surrounding the light green backdrop.
 First off, the major change I want to make with this image is the dark cloak on the main character. I would want to make it the blue color with the golden accents, because I feel like that brings the character out of the environment due to contrast. Besides that, I like how the title, surrounded in blue with the outside glow really makes it pop and standout with how it isn't exactly hidden within the image.
 The colors of the setting will be simple, white and gray buildings with black or dark blue roofs. the signs and writing in the city will be blue and gold, which are the city states colors. Overall, I like the simple color scheme of the setting and I'm satisfied with the colors.
 I didn't realize when I made this that the color of the writing is off, and it would more likely be golden like the text unlike the weird off green I currently have. Like I said before, I plan on changing the color of the main protagonist's outfit to blue and gold, to match the color of City-states colors, since he is in the military. The colors of the antagonist fit well with the game, since I want the characters to pop in the environment, since they want to stand out in the white city.
The color of the technology is simple, with either the light or dark colors of steel and the different colors of wood for the grips of guns. meanwhile, the swords would have black leather handles.

Tuesday, September 17, 2013

wk03 Final phase

The game is called Lexington Corner, a top down, turn based strategy game set in the City state of Lexington. Similar to Fire Emblem, the player controls one group of players, the military, and goes against an enemy AI, the Gangs of Lexington. 
 The entire game takes place in the rapidly expanded city state of Lexington, which has been created out of this white stone that is plentiful in the nearby quarries. Due to the smog created by factories and lack of order in the poor districts of the city, the white buildings have blackened, almost as if it represented the decay of the city due to gangs and industrialization.
 While having a large supporting cast, the main two characters are Lenox and the Beast, who only met a few times throughout the game, it makes Lenox unique since no one else in the military has seen the Beast and lived. The other characters also resemble animals that appear humanoid such as bird like people, and large Rhinos and Elephants. I choose to move away from actual humans with animal likeness and just going with animals with human likeness because I found it worked better with the feel of the game.
With the coming of industrialization, the City-state quickly grew out of hand and the government quickly lost control. Due to this, factories began selling their mass produced goods to whoever would buy them, creating a large black market that the gangs used to get their weapons and the citizens of Lexington used to buy protection from the gangs. For the most part, this consisted of pistols, but the gangs began to work with factories to get better weapons such as rifles and shotguns. This is before automatic weapons, but the guns created were able to have small clips that hold multiple rounds. By focusing on the Technology of the City, I decided to scrap my original idea of a world filled with transformation magic and instead chose to have a world where magic never existed and was more like our own timeline with animals being the main species that evolved into civilizations.