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.


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.

























 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

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!

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!")

Thursday, March 15, 2012

Platformer Project: Ripomatic

For our platformer in Game Design II, we all made short, minute long videos using any footage we could find and any song we wanted to make a "Ripomatic", a sort of animatic where we establish the overall feel we want to convey through our platformer. My choices were the feelings of discovery, through exploration, the idea that exploration can be dangerous yet exciting, and the idea of moving through spaces in an interesting way. These all relate back to my story, as my character finds the Cave of Ali Baba from the stories he heard as a child and therefore has a childlike wonder at the discovery of the cave. Inside, he finds a magic lamp that emits smoke that allows him to jump to great heights, run extremely fast, and even break down obstacles in his path.

Here is my final video, I used select clips from Lord of the Rings: The Fellowship of the Ring, Aladdin, The Great Mouse Detective, Alien, Avatar, The Abyss, Inception, The Incredibles, Pirates of the Caribbean: The Curse of the Black Pearl, Princess Mononoke, Final Fantasy: The Spirits Within, and Scott Pilgrim Versus The World. I used songs made by my friend from back home, Brad Thompson,  called Shadowboxin(GZA Remix) and C.R.E.A.M.(Wu-Tang Remix)

Here is the final video:(EDIT: For whatever reason, when I upload this on Blogger or Youtube, the Audio becomes out of sync. I don't know why this is. Facebook, it seems, is okay.)

Friday, March 9, 2012

Spring Break #2: Frog/Hopper Mech

This is a quick 10 hour model I made over spring break. I was inspired by an issue of ImagineFX, on the back of their latest issue I saw an advertisement for the DAVE school of Digital Animation and Visual Effects, where it showed someones 3D model they made in 4 days time, having no prior training working from someone else's design.

This is the image I saw on the back of an ImagineFX magazine


I said to myself, "Given my 1.5 semesters worth of experience with Maya, I wonder if I could design and model something like that, in 24 Hours". So, here is the final project.

Also included in this issue of ImagineFX was a Development sheet showing the different stages of the designing process. I used this as a loose guide for my project. I started with silhouettes so that I could think about what I wanted my mech's distinct shape would be. As I was drawing, I suddenly got the idea to make it a Mecha-Frog/Hopper mech. As excited as I was to get modeling, I never actually did any concept artwork for the mech, I however had a pretty clear idea in my mind of what to make it look like. Here are the silhoettes I used as reference during the modeling process, and you can clearly see how some of my decisions here made it into my final design.

3 hours in

5 hours in

7 hours in


9 hours in

9.5. This is where, through peer critique, I decided I did like the bot better with the "knees" facing front.


10 Hours. Final Render from Maya(For now)


Here is a turntable animation I made(hastily) with Autodesk Mudbox:


Watching: Futurama
South Park

Listening: Weezer
Blackbird Blackbird

Playing: Ratchet And Clank All 4 One
Vectorman(Genesis)
Sonic 3D Blast(Genesis)
Unreal Tournament 2004(Mac)

Sunday, March 4, 2012

Spring Break #1: Digital Painting/Figure Drawing















Over spring break I'm going to work a little bit on non school related work to try to better myself.
Here is a painting I did in 3.5 hours. Its not the best, but I suppose I'm getting better. this is work from the photo on the right.

More to come!

Watching: Doctor Who
Listening To: Astronautilis
Playing: Ratchet And Clank: All 4 One