Showing posts with label bullet concept. Show all posts
Showing posts with label bullet concept. Show all posts

Friday, March 11, 2011

Bullet Revisted

By the way, not only am I working on my honours, Nic, Tyson and myself are continuing to improve Bullet, which was pretty and playable by the end of last year. We are trying to revisit some problems, replace and add original designs for the game's exploding items and a possible redesign of the menu.
Right, so here's a concept for the main menu, this will be applied to other menus, just with the change of options.
My thoughts are that when the menu goes into level select, revolver chamber will zoom in to show half the chamber, and each level's entrance is shown, lined up to each bullet set in the chamber. As the player flicks through the levels, the chamber will turn to view to the next level.
I'll do my best to explain through concepts...might be better to understand.


Sunday, May 16, 2010

Week 11 of personal work, assets, and sick

I wasn't able to do a matte painting this week, which was meant to be a future and past crossbreed. I've also become sick, so I will probably have to pick up my work in a couple of days.
Also I've designed and created the assets for the temple level of Bullet, and I'll be creating the assets for the aquarium level next week.

This week's personal work:
-Character #4: turnaround
-Vehicle #7: 'war bred'
-C.o.W: 10 gun designs in 5hrs (used Alchemy)


Wednesday, April 28, 2010

8bitasy

I've been working on some good 'ol fashioned 8bittery today and yesterday for Bullet. Turning out awesome thanks to Qblock, also many thanks to James Cunningham for pretty much recreating Qblock in Unity, this makes asset making so much easier (once we've nutted out how it works).
Our near-into-the-future look for Bullet:



Tuesday, March 23, 2010

Achievement unlocked: Lived through prototype phase

Finishing up on small things and presenting Bullet tomorrow arvo. Had a couple of bumps in the road, but a good test for what is to come. One final concept just for good measure, and then to continue with the personal work along with other projects. Super happy on the gameplay of Bullet, at least its not poo.

Office Level Concept Art.

That's it for now! But keep checking in, next game project will most likely be double the team, triple the time to do it in, and quadruple the awesomeness.

Friday, March 19, 2010

On a Slight Tangent

So in the middle of the week my team and i had an alternate idea to create a similar game to Bullet, accept you were in control of a zeppelin and had to destroy cities and fight against the rebelling citizens. Hasn't been thought through yet, but at the time i thought i may as well begin concept art in case we officially decide to continue with the idea. However Matt (course convenor) made a good point to finish what we intended to show next wednesday and if there was extra time after completing our bullet game prototype, then maybe able to continue creating a prototype zeppelin game. So as the 2nd idea is on hold, i had already created concept gameplay and zeppelin ships in one day. Might as well show what could have been.

Tuesday, March 16, 2010

Demoland

Example of what our prototype level will look like. The final will be more corridory.
Also throwing up more ideas on destructible menus made from papercraft.

note: centre ring of every breakable object will be red, not white. This is a points multiplier.

exhibit A and B:

Sunday, March 14, 2010

Mascotery and Menus

In the middle of developing a unique look for a Bullet mascot. Will have a final decision most likely tommorrow with Tyson and Nic. Meanwhile i was given the task to create a variety of menus on the weekend, hope the boys can give me some feedback. An awesome and simple menu is a good menu.

Will be trying to help out with modelling next, after the final decisions on concept have been made.