Sunday, September 26, 2010

Seeing into crystal balls.

Hey! Look what i managed to casually doodle up thanks to a combination of one bus trip, and episode of 'A life well wasted', Pendulum, an episode of The Community and Tropic Thunder:


Pen rage
Photoshopped ftw
We're thinking of having a boss fight at the end of a few missions, it may not be implemented into the gameplay we have now, but if we manage to have time to put it in, we'll do it.
Will surely have more ideas on it soon.

Keep hanging onto the internet toobs >_<

Saturday, September 25, 2010

Industry Project: Map Ambiance

Gordon assigned me the task of helping the prop modelers create more of an abandoned atmosphere to the current demo map. So i got Nic Gomez, who created the demo map, to hand me three screen shots of the map that he reckons i could paint over with 'stuff', everything from abandoned mining machines to caves.
It's super rough, and that's kind of all they need at the moment..my main priority is the briefing room (status:in progress).




Thumbnails of various briefing rooms

Despite next week being a uni holiday week, the Phoenix team plan on continuing to charge through sleep and leisurely acts to get this game done. We're all super keen after Morgan Jaffit , Shawn Eustace and Dan (whom which i have forgotten his surname >_>) reviewed our work at the half-way point of our production

Onwards and Upwards!

Tuesday, September 21, 2010

Before the glue dries.

Alpha


Bravo

Not complete, still have to dirty up Bravo and do a perspective shot of Charlie.

This week's priority list:
- Phoenix elevator in zone 06 redesign.
- Industry briefing room concept.

Monday, September 13, 2010

My arms are being dealt with.

Weapons for mech game
Front views:
 Check out Paul's blog for 3d results of some of the weapons right 'ere.

Saturday, September 11, 2010

Dump and Burn

Things have been getting hectic with each passing week, and for all teams, the mission is to be able to present a decent, playable game at the half way mark to some fairly big names from the Brisbane game industry.
Last week had me working on finalising the faffer bot and beginning concept paintings for each six areas for Phoenix, whilst doing a bit of spring cleaning on the past concept work to be ready to print and present.
And big ups for Amjad for another fantastic modelling job of Enemy 'B', it came out just how i imagined it.

For Industry Project, we have enough mechs to work with for a demo level, and now i've been promoted to arms dealer, designing the various weapons used for customisation of each mech. And because there are so many of these kinds of weapons already created in other games, its been a good challenge to try and keep each design fairly original, just looking at past lasers, rockets, flame-throwers, mini guns and lightning guns made me quiver.

Here is the work from the past week. home boys/girls:
Zone 3: Upper Engineering

Set 2 of Faffer bot concepts
The chosen Faffer bot turnaround.
Zone 1: Beginning. This is the first area the player sees in the game.
The area feels dead and alone, like no one has been here in
years.
Zone2: This is a large conveyor belt. Player can see shadows in the background on assembly lines coming to life.

Zone 4: Reactor (boss area). Clean environment, not a lot
of open space.
Zone 5: Reactor Cooling. Large open areas. Lots of pipes with
thin walkways. Lots of verticality.
Zone 6: Another large open area + elevator.

Sunday, September 5, 2010

Metal Faffing

Okay so this past week has been working quite smoothly, despite a couple of jobs that required me to put my super cape on for.
Managed to send off a few more mech turnarounds to the modellers in Industry Project, which will keep 'em busy until the next meeting, as for the Phoenix team, i was requested to help pick up the pace a little with the concepts of enemy 'C', whilst the idea of having a faffer bot (does exactly what it's called) in the game was set in stone last week, and so the concept design job has been dropped onto my lap.
Also did the turnaround for Run 'n' Gun's playable character, since they were quite happy with the other character that was done for them the week before.

Check out Dan, Amjad and Paul's blogs for the 3d models made from the concepts.

Here are the week's works: