Friday, October 23, 2009

Props for Game


Have just started a new module at uni in which I'm creating a game. Very déjà-vu, as this is exactly what I did this time last year as well, but I'm not complaining as it gives me a chance to stretch my asset creation legs. Last year I was one of 2 artists in a group of 4, this year I am running solo with 2 programmers for company so have much more responsibility on my shoulders.

Our game is taking shape nicely so far, we're exploiting the fact we have more programming manpower by creating a puzzle game. This means players will spend a lof of time in each room while they solve the puzzle, meaning less work for me. Also the puzzles themselves are fairly easy to model, but programming them is a much harder job, again playing to our groups strengths.

These first props are from the starting room. Our character has just woken up after being captured and finds himself in a disused hospital room with a voice over the intercom explaining to him that he's now a prisoner and will have to co-operate if he is to be allowed to live.

Thursday, October 22, 2009

Uni Rigging assignment

At uni we recently had an assignment to create a character and rig them. The character had to be humanoid and the model <2000 polygons, but apart from that we had carte-blanche.



As you can see I picked Bugs-Bunny. This was so I could practice adding extra bones to the normal 3DS-Max biped, for his ears and tail. The animation is just a set of movements designed to show the deformations on the model, hence the weird break-dancing moves he's showcasing.
The temptation is now to go back and make a Daffy-Duck character so I can make a short for them to act in, but that's a slippery slope and I'd probably end up with most of the Looney-Toons clamouring to be made next, and who needs that when you're trying to do a masters.