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11 Materials

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the first material is the classic sidewalk brick. With the brick I added different colour variations of brick with both reddish and blue tones to help separate the bricks from one an other. the second material is a pearlescent car paint. Pearlescent paint not only reflects the light but also refracts it making the colours change depending on the angle. This material was made within UE4 using using 2 separate layers with one for the gloss and the next 2 colours that mix with a fresnel function. The third material is concrete slab. This material can be used in many areas from a wall texture to a ground texture as concrete is a common building material. The last material is a sort of concrete plaster. This material is used to cover walls and help give the wall a sort of finish to it.

9 prehistoric scene

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10 Old Scandinavian architecture

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Old Scandinavian architecture In the early viking and medieval era within the Scandinavian area buildings were crafted from the forests of the land surrounding the rivers and bays. The most common form of building was the traditional log cabin, a small square building made from interlocking tree logs. With the plentiful resource of trees, The people from this era became master craftsmen with wood and would later craft many things from these skills, with the viking long boat being the main. with this they became a people of the sea and used these wooden long boats for gathering food like fishing and whaling and also doing there most famous thing raiding. Log construction was especially suited to Scandinavia, where straight, tall tree trunks from pine and spruce are readily available. A log cabin can be erected from scratch in days by a family. These buildings were easy to repair, reuse or even move as the logs were easy to dissemble. damaged logs can be lifted out and replaced. As S...

7 level design

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For this level design project I wanted to focus on the design of a competitive shooter map. As i have been playing Overwatch for some time i felt that I had a understanding of how the gameplay flows through its maps and modes. Taking a step further I wanted to create a Competitive map for this game. Overwatch uses asymmetric level design to help shift the flow of the game from point to point. Coupled with the asymmetric heros this imbalance of the game actually results in a balanced gameplay as a whole. The mode chosen for this map is an assault/escort where the attacker are trying to drive a payload through the map and the defenders are trying to prevent them from getting to their destination.The theme i wanted for this map was a New Zealand theme, incorporating maori elements, coastal and a bit of art deco sadly I was unable to finish a lot of these assets. The constant shifting of the main conflict zone as the payload traverse along its path allows for player to change and reth...

6 Pacing

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dark souls 3 1. beginning cut scene 2. cell and tutorial 3. bonfire 4. boss fight 5. getting weapons 6. boss defeated 7. firelink 8. undead burg Dark souls starts off with an opening cinematic that introduces the beginning of thew lore for the world and grabs the attention of the player as it describes the war between the dragons and Gwen with the use of intense music and a series of action scenes it quickly get the attention of the watcher. the excitement dies down after that as we first enter into the game and move through a prison slowly building up intrigue as the player explores further and learning the controls as they move. The player then comes across a bonfire and a large bonfire lit reads across the screen letting the player know this is a thing you want to do and gives the sense of fulfillment. A large set of doors awaits ahead of the player and as they open those doors they are hit with the boss as it crashes down in front of the player and now the full of ten...

5 Modularity

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For this scene I have taken inspiration from Kashyyyk from star wars. Kashyyyk is a forest world that is covered in very large trees and bush, because of this all the buildings are made from wood and are bridging between trees. This scene is made out of 6 modular sets being: 2 types of towers, a bridge, a barricade, some scrubs and a piece of a trunk. When designing these set parts I wanted to keep in mind legal Lego building techniques and did not want to scale or place blocks in ways that would not be possible. It needed to fit into the Lego world and even be used inside a Lego star wars game or used as a plan for creating real world Lego sets. So this made the creation of making this scene quite time consuming as if I had taken short cuts it would defeat the Lego feel and would not fit into a Lego environment.

4 Bioshock Lighting

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Bioshock Lighting Analysis For this blog I am taking a look at the lighting design inside the game Bioshock. With this lighting analysis I will explain the techniques the developers at 2K Games used to help guild the player through the world, going into depth about how they use a contrast of warm and cool colours to frame the scene and drive the player towards a direction. The Game starts with the player in the middle of a plane crash in the sea. With bright and hot burning burning derbies surrounding you you have to find a way out. the game guilds the player out with a gap in the fire and to highlight that gap by using the cool lighting from the reflection from the moon shine through the hot fire and framing the way forward. As the player exits the ring of flame he is greeted by a more open space with the tail of the sinking plane before you. but as you move more into this open space a wall of fire spreads beside you blocking the openness of the ocean and...