Here are the final contact sheets for my Old Prison Modular Kit.
And, hopefully this video uploads okay, but here is my flythrough video.
Listening To:
Pogo on YouTube
Trip Hop and Drum n Bass stations on Pandora
Watching:
Mythbusters, The IT Crowd
Playing:
Jet Set Radio Future
Adventures In Video Gaming, Music, and Art
Written By Garrett S. Bacak
Wednesday, September 5, 2012
Sunday, August 26, 2012
3D For Games III Post
So, after a long summer worth of silence, due partly to the fact that I took a full time job that took up more of my time than I wanted it to, I wanted to let everyone know that I am still here and this is what I've been up to...
Step 1: Preproduction
My first project for 3D for Games this year is to build a modular kit for some sort of structure. As always, we begin by finding reference. I am trying to decide at this point between 3 different ideas that all have the potential to be visually sophisticated, appealing, and versatile.
1) Electrical Power Station:
The reason I want to pick this is the visual complexity that can be produced by a relatively small amount of assets. The assets themselves could be easily fit into another part of the level it goes in. Example assets are:
-The tower that holds the cable(can be made of 1 modular piece to build the bulk of the tower and the cable holders, a tripod stand, and a 5 way connector piece)
-The Cables themselves
-Transformer Boxes
2) Prison Cells:
I wanted to pick this one because prison is a big part of literature and art in general, such works as the Count Of Monte Cristo, The Shawshank Redemption, and Batman: Arkham Asylum. Also, I feel like it would be an interesting texturing opportunity, as I could use gray scale images inside the RGBA channels to save texture space. Some Assets I would need:
-Cell Door
-Wall of Bars(the other half of the door)
-Toilet
-Bed
-Sink
-Wall texture(walls could be made out of BSP)
3) Water Mill
This one would also be a very interesting modeling and texturing opportunity. I also think that this one holds the most appeal and will be the most versatile of the 3. Some assets I would need are:
-The Wheel
-Wall and/or individual pieces of wood
-Window
-Roof
Step 2: Blocking Out Etc. Part 1
I ended up doing a modular kit for a prison. I think I'll like it a lot,
and I'm going to go with a very run down, dilapidated old prison, my
main reference being the 3rd Dirty Harry movie, where they visit
Alcatraz prison.
Here are my assets for the Prison Modular kit so far:
So far I have, just blocked out, Stairs, Railing, the Bench/Table, Cell Door, Cell Bars, Toilet and Sink. I still need a computer console/control deck and a bed. I should also make the bulletproof glass
Here is the map for my two constructs, sorry its just a hand drawn for now. I plan on using additive BSP for my walls etc.
One of my plans is for a three level prison complex, with cells on just one side, the other section only has 2 stories, but it has cells on both sides, and the center of both are filled with tables for either Visitation or for Meals.
Here is a mockup for one construct in Maya
As always, more to come.
Listening: The Beastie Boys - Hello Nasty
Playing: Cut the Rope, Shin Megami Tensei: Persona 3, Spyro the Dragon
Watching: Mythbusters, Full Metal Alchemist
Step 1: Preproduction
My first project for 3D for Games this year is to build a modular kit for some sort of structure. As always, we begin by finding reference. I am trying to decide at this point between 3 different ideas that all have the potential to be visually sophisticated, appealing, and versatile.1) Electrical Power Station:
The reason I want to pick this is the visual complexity that can be produced by a relatively small amount of assets. The assets themselves could be easily fit into another part of the level it goes in. Example assets are:
-The tower that holds the cable(can be made of 1 modular piece to build the bulk of the tower and the cable holders, a tripod stand, and a 5 way connector piece)
-The Cables themselves
-Transformer Boxes
2) Prison Cells:
I wanted to pick this one because prison is a big part of literature and art in general, such works as the Count Of Monte Cristo, The Shawshank Redemption, and Batman: Arkham Asylum. Also, I feel like it would be an interesting texturing opportunity, as I could use gray scale images inside the RGBA channels to save texture space. Some Assets I would need:
-Cell Door
-Wall of Bars(the other half of the door)
-Toilet
-Bed
-Sink
-Wall texture(walls could be made out of BSP)
3) Water Mill
This one would also be a very interesting modeling and texturing opportunity. I also think that this one holds the most appeal and will be the most versatile of the 3. Some assets I would need are:
-The Wheel
-Wall and/or individual pieces of wood
-Window
-Roof
Step 2: Blocking Out Etc. Part 1
I ended up doing a modular kit for a prison. I think I'll like it a lot,
and I'm going to go with a very run down, dilapidated old prison, my
main reference being the 3rd Dirty Harry movie, where they visit
Alcatraz prison.Here are my assets for the Prison Modular kit so far:
So far I have, just blocked out, Stairs, Railing, the Bench/Table, Cell Door, Cell Bars, Toilet and Sink. I still need a computer console/control deck and a bed. I should also make the bulletproof glass
Here is the map for my two constructs, sorry its just a hand drawn for now. I plan on using additive BSP for my walls etc.
One of my plans is for a three level prison complex, with cells on just one side, the other section only has 2 stories, but it has cells on both sides, and the center of both are filled with tables for either Visitation or for Meals.
Here is a mockup for one construct in Maya
As always, more to come.
Listening: The Beastie Boys - Hello Nasty
Playing: Cut the Rope, Shin Megami Tensei: Persona 3, Spyro the Dragon
Watching: Mythbusters, Full Metal Alchemist
Saturday, May 5, 2012
Cool Things In Kismet #1: Animated FOV
This is the little trick I posted on the Cooksey's course site about how to animate the FOV of the character. As far as I know(i don't know why it wouldn't) it would work in First and Third-Over-Shoulder views. This would be extremely helpful for a sniper type scope zoom, and through a little tinkering this should be easy to recreate in Unreal Script.
Basically what happens is that when you hit a trigger in the world(although it could be a button press or anything) the Field of Vision(FOV) is changed every .1 seconds or whatever you want it to be until it reaches the desired number. Each time it loops, being recursive, it will set the FOV to that number it just created, therefore creating a slow zoom in/out effect.
![]() |
The player hits a trigger in the world which zooms them out, then another trigger to zoom back in. |
Tuesday, April 10, 2012
One Page Design For a UDK Weapon
When asked to make a weapon for my platformer game, I was really wondering what I could do because I don't really want to give my player a weapon in the platformer. So I instead decided to make a weapon that would be a Unreal Tournament 3 mod, but meet all the requirements of the assignment. Meet the Dirty Dealer:
![](//3.bp.blogspot.com/-d2tC15taWAk/T4UAHi6zq-I/AAAAAAAAAM4/Bg6cipn9YJI/s640/gbacak_dirtyDealer.jpg)
My thought process behind making this weapon was to look at reference for some of my favorite video game weapons. The two I chose were the Multi-Star from Ratchet and Clank, and the Flak Cannon from Unreal Tournament 2004. What I like about these weapons is that the bullets don't necessarily have to be fired at the intended target. Instead, they shoot a series of smaller shots that ricochet around the world, which not only feels satisfying to the player, but can be a powerful and useful attack. For instance, in Ratchet and Clank I like to hide safely behind cover, while emptying the room of bad guys with a series of well placed trick shots off a wall. Or in Unreal Tournament 2004, I like to get the Flak Cannon, and instead of firing at my target directly, I fire at the ground just in front of them, which I find to be more accurate and more damage causing.
A player wielding the "Dirty Dealer" would be able to fire off 5 razor sharp cards, aka "Five Card Stud", which will ricochet off anything it hits. If they use the Secondary Fire, although a huge ammo waster, will spit out 52 cards in various directions, aka "52 Card Pickup".
The only thing thats worrying me right now is figuring out how to make a particle detect collision on something and then change its trajectory. I will probably be able to get it to work, but just because I don't know how right now, its a bit daunting. ***EDIT: For those who wanted to know, I did eventually get this gun working properly, which required me to actually learn UnrealScript a bit. I should post a video of the working gun....***
Listening to: The Beastie Boys
Marilyn Manson
Playing: Playtesting Platformer
Watching: Mythbusters
![](http://3.bp.blogspot.com/-d2tC15taWAk/T4UAHi6zq-I/AAAAAAAAAM4/Bg6cipn9YJI/s640/gbacak_dirtyDealer.jpg)
My thought process behind making this weapon was to look at reference for some of my favorite video game weapons. The two I chose were the Multi-Star from Ratchet and Clank, and the Flak Cannon from Unreal Tournament 2004. What I like about these weapons is that the bullets don't necessarily have to be fired at the intended target. Instead, they shoot a series of smaller shots that ricochet around the world, which not only feels satisfying to the player, but can be a powerful and useful attack. For instance, in Ratchet and Clank I like to hide safely behind cover, while emptying the room of bad guys with a series of well placed trick shots off a wall. Or in Unreal Tournament 2004, I like to get the Flak Cannon, and instead of firing at my target directly, I fire at the ground just in front of them, which I find to be more accurate and more damage causing.
A player wielding the "Dirty Dealer" would be able to fire off 5 razor sharp cards, aka "Five Card Stud", which will ricochet off anything it hits. If they use the Secondary Fire, although a huge ammo waster, will spit out 52 cards in various directions, aka "52 Card Pickup".
The only thing thats worrying me right now is figuring out how to make a particle detect collision on something and then change its trajectory. I will probably be able to get it to work, but just because I don't know how right now, its a bit daunting. ***EDIT: For those who wanted to know, I did eventually get this gun working properly, which required me to actually learn UnrealScript a bit. I should post a video of the working gun....***
Listening to: The Beastie Boys
Marilyn Manson
Playing: Playtesting Platformer
Watching: Mythbusters
Saturday, April 7, 2012
3D For Games Character Turnaround
This is the final 3D model of my character that will work in UDK. I modeled, Rigged and Painted Weights on it recently, this is a pose I made using the TSM Rig in Maya.
Wednesday, March 28, 2012
Platformer Super-Post
As I am still in development stages of my platformer, I cannot post anything really cool about that. But, I can post a few pieces of development art for it. Here they are!
To the right is a piece displaying my new mechanics for this platformer. Its based in the realm of the One Thousand and One Arabian Nights tales, in that the main character finds Ali Baba's Cave and a Magic Lamp that gives him the powers to summon Jumping Smoke, Speed Smoke, and Exploding Smoke. The Exploding Smoke has recently been removed, as I decided that the main character doesn't have the need for it, and it can be used in a much more elegant way.
These are the mechanics in action to solve a number of Physics based puzzles. The jumping smoke will be able to launch the blocks, and the blocks(if dropped from an area high enough) will break. So the player has to be careful.
These are the many, many iterations my map has gone through. At first, I thought I would give the player two levels worth of tutorial, one to let the player grow accustomed to moving around in the world without the use of the magic lamp. The second level would give them the ability to use this lamp, and solve physics puzzles with it.
However, I decided that my levels were a little two linear, and because the main character would stumble across this cave, he would want to go exploring in it. I, therefore, in my final iteration, gave the player this ability, and added a bit of foreshadowing while I did.
As you can see in the final map, the player immediately gets to learn how to run, jump and crouch, and that some areas they cannot get to at the moment, but they will be able to once they gain the use of a new mechanic.
In my programming class, we made some Exploding Barrels" and "Smashable Crates", both a staple in many video games. My Barrel was actually a barrel, because I thought it might fit into my world. Turns out, it doesn't, so I will be soon remaking my barrel for use in my platformer. The smashable crate was actually a very ornate vase, which shows off the style of my level very clearly. What is a smashable crate without a collectable? Nothing. So I made a gold coin that the player could pick up, just for fun. It also gives my players an incentive to want to go and explore through the caves, because they would be able to find all the coins(if all goes as planned at the end of the game it will tell you how many coins you got as well as how long it took you to complete the game. If all goes as planned.... or I have time)
Listening to: "Good Hip-Hop" station based on Mos Def, Wu-Tang Clan, and Del Tha Funkee Homosapien
Playing: Playtesting Platformer game
Watching: Psych
![](http://2.bp.blogspot.com/-s396ZT7BSZ0/T3PXkHEQibI/AAAAAAAAAMw/fhvPt0gEWe4/s320/gbacak_PhysicsObstacles1.png)
These are the mechanics in action to solve a number of Physics based puzzles. The jumping smoke will be able to launch the blocks, and the blocks(if dropped from an area high enough) will break. So the player has to be careful.
![]() |
First Iteration of First Level |
![]() |
Second Iteration of First Level |
![]() |
First Iteration of Second Level |
These are the many, many iterations my map has gone through. At first, I thought I would give the player two levels worth of tutorial, one to let the player grow accustomed to moving around in the world without the use of the magic lamp. The second level would give them the ability to use this lamp, and solve physics puzzles with it.
However, I decided that my levels were a little two linear, and because the main character would stumble across this cave, he would want to go exploring in it. I, therefore, in my final iteration, gave the player this ability, and added a bit of foreshadowing while I did.
As you can see in the final map, the player immediately gets to learn how to run, jump and crouch, and that some areas they cannot get to at the moment, but they will be able to once they gain the use of a new mechanic.
![]() |
Final Iteration Combining the two levels, and adding exploratory areas. |
![](http://4.bp.blogspot.com/-LCjsMDSavVk/T3PXbRGM3xI/AAAAAAAAALo/L-uoTcw53BI/s320/gbacakCrateDesign.png)
Listening to: "Good Hip-Hop" station based on Mos Def, Wu-Tang Clan, and Del Tha Funkee Homosapien
Playing: Playtesting Platformer game
Watching: Psych
Tuesday, March 20, 2012
Greetings, From SPACE!
Yep, this piece is a quick little thing I made after I got done with my low-poly UDK texturing. The Earth you see in the background is a texture I made over Winter Break, it rotates and has clouds that rotate faster. The Helmet glass section has a moving HUD texture on it, and the Arm pieces have a rotating "User Interface" texture on them. I have to say, I'm a little surprised as to how well this came out.
As previously stated, my character is a sort of Science Fiction B-Movie Astronaut, showing what the Future of Astronautics might be like if the B-Movie writers of the 50's and 60's were right about the aesthetic and design of the gear we would wear to go into space. The above is, obviously, a Work In Progress, and I will be done and soon rigging and animating this guy soon!
As previously stated, my character is a sort of Science Fiction B-Movie Astronaut, showing what the Future of Astronautics might be like if the B-Movie writers of the 50's and 60's were right about the aesthetic and design of the gear we would wear to go into space. The above is, obviously, a Work In Progress, and I will be done and soon rigging and animating this guy soon!
Watching: Mythbusters
Listening to: Drum'n'Bass station on Pandora
Playing: Portal 2
(yes that is the space core from Portal 2 in the top left corner. "SPAAAAAAAAACE!")
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