Wednesday, 30 October 2013

Graybox

Early graybox test from start of the project


Changed the room layout and added placeholder objects, obstacles and lighting
Added in teddy bears as placeholder AI and added waypoints for them to patrol to
 I also changed the ambient light in the render settings to black to allow pitch darkness in the game.

Added a sphere with a point light inside it. Initially we had the issue of the sphere not illuminating despite being transparent and adding the halo effect to the point light though importing the image effects package and applying bloom to the main camera fixed this issue.
 
We had an issue with the bear running very slowly, this appears to be due to scaling issues because everything is scaled up. To fix this we will need to rescale the entire level, because this can't be done in one go this may take a while as objects will need to be reorganised.

Tuesday, 29 October 2013

Recent designs


This is a simple logo design that I created for my group "Barnpunk". It is going to also be used as a form of watermark for any concept or art work produced on this project and also for the loading screen with the gear moving behind it to give it the form of moving.


This is a front and side view of our alien creature (still haven't got a name for it) I drew this in the style of its most naked form so as to refer to when creating a 3D model. This will be easier to look at as it'll help me design the bone structure and to see what parts will move. We had a discussion about it being the final design but we had agreed that it should have a bit more clothing such as a space suit. Throughout the week I shall design up some ideas for a space suit idea using these images as the base structure of the anatomy.

Tuesday, 22 October 2013

This week (till monday 28th morning)

Toop: Continue concepting till end of October unless all is done. (complete 2-4)

Joe: Enemy development for presentation and test arm in graybox

Alice: Player coding (player health and player movement)


Once all concepts are done these can be made into assets starting 5th November at the latest.

For now we will use a small test environment and placeholder objects for assets in Unity

Front View and Side View of the alien

 

 
This is a front and side view of our alien concept; the top image shows more of the fleshy/muscular parts to the alien. The bottom image shows more to do with the skeleton structureand how it may stand in idle position. Note how the alien and chicken simularities include the big thighs, skull shape, and the posture of the ribcage.

Monday, 21 October 2013

Hands

Here are some hand drawings I did, so that we can choose how our character will hold the light orb. I took photos of my own hands to create these drawings and to get the lighting effect just right. I wanted to use dark pinks and grey's because the environment she will be in will be dimly lit. I'm hoping to do a couple more drawings with an 'orb' in her hand, so that I can play around with what the lighting and how it could possibly look. 

Friday, 18 October 2013

Research

Found this link:

http://www.animalvisuals.org/projects/empathy/virtualbatterycage/#reference

Interactive 3d scene to show what its like for a battery chicken, you can drag around to see other chickens in the cage, gives a good sense of how cramped it is. We could use a similar scale maybe?


Also a factory farm moodboard

Tuesday, 15 October 2013

Research Videos

http://vimeo.com/73234721
Clip from film SAMSARA showing food production.


https://www.youtube.com/watch?v=3LcoClM-tQk
Advert for free range eggs, puts the viewer in the battery hens position and is pretty creepy


https://www.youtube.com/watch?v=ad3Thqzk4Q8
Cloud Atlas scene with the factory scene where the synthicant-clone people are being turned into food which is then fed back to the alive clones

http://youtu.be/qwnbQfjkdkU?t=1m29s
Scene from Doctor Who - Rise of the Cybermen where people are lead into the factory. Was thinking we could use a similar method for the slaughterhouse to avoid showing excessive gore but make it clear what is happening by using sound (screaming, mechanical noises like saws?) and leaving it up to the players imagination.

Concepts

Environment concept for a laboratory room
Made this by rendering a Maya scene using planes for the walls and cuboids for the tanks and side surfaces and made a basic shape for the tables, lighting the scene and turning on shadows. In hindsight I should of rendered this out at a higher quality as the original image was quite blurry around the edges painting over it.


This was an early failed attempt at the laboratory, the perspective went odd and it looks very typical so it was scrapped
 
Adjusted the tone levels in the render and painted over the edges of the tanks and painted in areas where there would be more shadow or light and added a turqouise colour to the tanks.
Here I added silhouettes of people curled up to the tanks and painted over the top of them using a light coloured soft brush to make it look more like glass, also added bubbles to the water. I added detail to the tables, including a triangle sail as a table light to make the scene more interesting and added sciencey-paraphenallia to the table. I also added some posters with diagrams to the wall
 
Finished concept- added colour using a soft brush on a soft light layer and blended the shadow lights so the shadow wasn't as harsh and then added extra detail to the scene




Concept for how we intend our game to look. Rough paintover of a maya render of a storeroom with hand holding orb visible in the first person view. (Hand by Alice Sullivan)






Concept for the humans farmed by the aliens. Will probably change the colour of the gown to an off white/cream and make an updated version of this piece. Instead of the ankle tag I was thinking of an ear tag like farmed cattle have to further push the similarities to factory farms.


Like this maybe?


 

Monday, 14 October 2013

By Friday the 18th

Toop - Continue with environment concepts: Storage room, caged room (similar to battery farms) closer related to real life farms as to the alternative alien farm.

Joe - Research into walk cycles of animals such as chickens and horses etc. further develop enemy concepting in its design of how it walks include some shots of walks in 2D and 3D space.

Alice - Grey boxing and further developing AI for enemy.

Wednesday, 9 October 2013

Further designs and concepts

These are some designs of different styles that could be used towards the design of the cages. Im fairly happy with the sci-fi/medieval style.


Some early enemy designs as well as armour and further mask ideas.







Tuesday, 1 October 2013

EnemyConcepts



Our Enemy concept lies heavily in the relation to a chicken, therefore it must have the characteristics of one. Alice Designed the little sketch on the top left and I quite liked the design of it, so with that as one of my main source of inspiration, I went further into detail with the design bringing in the bird/skeletal style.