Monday, September 26, 2011

Ahhhhhhhhhrt! Real Monsters!

Trying to get into the habit of updating this blog more often. Here is some more art, mostly sketches, one color work!








Currently Listening To: Massive Attack/Mezzanine
                                       Wu Tang Clan/Various



Currently Playing: Jak 3, Resistance: Fall of Man

Thursday, September 22, 2011

Mega Art Post! A look at what I've been doing at Ringling.

 Above: The map I made in illustrator for the layout of my level. This is a very early sketch, as you will see below I added quite a bit to it. It still seems to be a reasonable size, I'll be able to manage.
 Above: This is just one of the many screenshots I took for my level. Its in the "greyboxing stage" meaning that it is a bunch of boxes that don't usually have texture on them. However, so we could start getting an overall feel of the level, we started to add colors and terrain etc. This shot shows the vertical aspect of the map, as mine is a platformer this is necessary.  Note: the Blue figure is one I found in UDK's content, as a sort of place holder for a sculpture that will sculpted by another student.
 Above: Another shot showing the scale of the eventual statue and a look at a different angle of the map. The green box will be a dumpster that the player will be able to use to jump to the other buildings.
 Above: A quick shot of the temple, and another pathway up above. The temple, as it seems, will be entirely sculpted by me, and by sculpted I mean I will make all the modular pieces that will go onto it, so that I can put it in my portfolio as completely my work.
 Above: Just another cool looking shot.
 Above: Concept for the aforementioned temple. The blue will be a glowing substance called Cantfinditonearthium that glows naturally when exposed to the planets atmosphere. The brown is a copper/bronze like metal found on the asteroid the people live on. The top temple area will be an altar where sacrifices could be made, also where the player starts.
 Above: This is a sketch for a fire escape I will apparently be building in Maya, the writing shows that the pieces will be able to be reused for mulitple purposes. The top sketch is the walk way and fire escape path, which can also be used to end a hand railing. The other pieces will be new, but can be reused for other purposes.
Above: This is the fountain area, another piece I will be sculpting, and it shows how the people will get their water.
 
 Above: This is another look at the fountain, also a brief idea of a cornis that will line the top of my temple and also can be reused as a capitol and a base for a column. The main drum of the column can be reused to work as a standalone sculpture/obelisk or can be used for any other purpose the level designer sees fit.


Currently Listening To: Fooly Cooly Soundtrack(The Pillows)
Currently Playing: God of War 1, Unreal Tournament III, Mirror's Edge

Monday, September 12, 2011

Mastermind: A deconstruction


So, our new project in Game Design I is to deconstruct our board game choice, so we can modify it into a new game based mildly on the old mechanics.

MASTERMIND:

 Goal: The goal of this game is for each player to score the most points, this can be achieved by breaking the other player's codes.

Core Mechanic: The Core Mechanic is placing colored pegs in the holes on the board. The Codemaster chooses the initial sequence, hidden from view of the Codebreaker, and the Codebreaker must use strategy, logic, and luck to pick the correct colored pegs and get the correct sequence of pegs. The Codemaster must place either white or red pegs on the side of the Codebreakers sequence to let him know how close he is getting to the actual sequence.

Space: The board consists of 40 holes in the center, large enough for the larger pegs to fit. There is a section to the Codebreakers left that has 40 smaller holes, this is where the Codemaster places tinier pegs to let the Codebreaker know how close he is getting to the actual "code". There is a third section to the Codebreakers Right, consisting of 60 holes for the tinier pegs, this is only to keep score though.

Objects: There are an assortment of colored pegs, there are a set of larger pegs of an assortment of 6 colors: red, orange, yellow, green, violet and white. These are used to set the "code" and break the "code". There is another set of colored pegs, smaller than the code pegs, to assist the codebreaker in solving the puzzle of the "code" and also to keep score.

Attributes: The holes can have the attributes of containing each possible color, the colors can have the attributes of each hole they are in, these are to keep track of not only the chromatic system, but the sequence in which the colors exist.

States: Each row of the Codebreakers field of play has the state of filled or not filled, if all 10 rows have the state of being filled, and the Codemasters code has not been solved, the codebreaker gets points. Each row has the various states of correctness to the Codemasters code, shown by the pegs to the left of the Codebreakers field.

Actions: The operative actions include the choice of pegs by the Codemaster, which has the resultant action of defining how the rest of the game turns out in terms of length, and the possible choices and decisions that the Codebreaker makes. The Codebreaker has the available operative actions of picking the pegs they want to test against the Codebreakers code, and those actions create the resultant action of receiving new information from the Codemaster about what their code is. Once the Codebreaker makes a operative action, the Codemaster has a new operative action that is to place little red and white pegs in the board to let the Codebreaker know which ones he has right and which ones are wrong, and some of which might just be in the wrong place. This has the resultant action of influencing the choices of the Codebreaker, as the Codebreaker makes his next decision based on their last decisions correctness.

Rules: The two players must adhere to the rules that the Codemaster must provide accurate information to the Codebreaker, and the Codebreaker must not attempt to cheat by looking at the Codemasters hidden code. The unwritten rules are that the Codemaster must not change his code at any point after the beginning of the game. Also, an unwritten rule of good sportsmanship, the Codemaster and Codebreaker switch roles at the end of the game.

Skills Players Learn: The Codebreaker learns some problem solving and logical thinking. Although the first move determines the probablity of the Codebreaker figuring out the code and the first move is mildly based on luck, the rest of the game is based on good logic and lateral thinking.

Currently Listening to: GZA/Liquid Swords, Mindless Self Indulgence/If
Currently Playing: Heavy Rain, Rayman 3