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Showing posts from June, 2017

Autodesk Maya with Unity Software

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I am using Autodesk Maya to model some 3D object and buildings. As I have experience in 3D modeling before, so I roughly know how it works. I have to relearn some skills since it has been a long time I do any 3D modeling. In order to use the props in Unity, I have to export the 3D model as FBX file. Also, I have to be careful while stuff in Maya, some object that I have combined in Maya cannot be separated in Unity, which will be a problem when applying textures. So I need to plan ahead as to what needed to combine and what is better to leave it separately when exporting.  Classroom Scene  Kitchen Scene  Some of the props are taken from the Unity asset store and modified it to suit my art style. I have checked the copyright issue and it is safe to say that we own full right to download and use the assets.

Entitled to My Game

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Previous Main Menu For my game, Echoes Of Life, I maintained the my original main menu that I've created but now with the new fog and light shaft enhancing the overall. I wanted to create a menu that uses one of the scenes that I have created and give it a new camera angle that I can place my Start and Quit Button. I have a game reference in mind that I feel that it is suitable to use here. Metal Gear Solid V : The Phantom Pain has a very nice Main Menu. Screenshot taken from below: This is something that I try to achieve, the angle brings something new to the table, it has player thinking what is happening and wanting to find out.Instead of blurring out the whole image, I use bloom effect to make everything look surreal. Also, the fan will continue spinning as I have animated it. 

Back to School 101

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Previously that I did for the environment, it is atmospheric and surreal since the character is not really there at all. I have tried a few different approach to make the scene feel surreal, making object floating around in mid air is cool, but it was later scrapped as it is not what I wanted (An exception to the world hub that I have build later on where objects has 0 gravity).  In order to get the mood I wanted, I have tried different colors to get the nostalgia feel. At the end, I settled with yellowish orange and also adjust the matching and suitable color for the everything(props) in the classroom so everything will feel like one. Lighting is also one of the key to creating a great scene, so I created 2 directional light in order to get the shadow I wanted, and perfect angle that allowed the lighting bathed into the window of the classroom. For this competition, I try to enhance the lighting effect to create something that I've never able to do it before like fog ...

The Art Direction of IsometricLow-Poly

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For the art direction, I am going for a surreal and minimalist approach. The reason is to let people immerse into the world without giving them full details of the objects and environment but rather letting them visualize it themselves. It's a combination of audience's imagination and memories assisted through Isometric low-poly visual.  These are some of the props that i have downloaded from Unity Store and used it in my levels. I have to be very careful because not everything are suitable to the art style that I envisioned even though everything is low-poly. I have also downloaded the "Simple Home Stuff" for my levels. I had to tweak some of the shape and colors so it would blend into the environment nicely. All these props helped me along the way to realizing the whole environment for each levels, whether its for placeholders outside the window or some interior decoration to make the world seems like someone lived in it before.

Tom's Monologue Script & Scene Description

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For this blog we will be looking into the scripts that the voice actor is going to use in the game that I am developing. Luckily enough, I have a friend which are very fluent in English and have voice acting experience before. He was kind enough to collaborate with me to bring this game to life.  Kai, the voice of Tom Livingston For the opening and ending scene, there won't be any visual on screen instead, I will be relying on the sfx and the voice to establish the current location and situation which Tom will be in. I have seen game and movies suing this method to convey the storytelling part and it worked quite well as it is short and clear to the audience. Plus it also uses the audience's imagination through hearing the ambient noise and dialogue, and let them visualize the scenario. I have written out the objects that Tom is supposed to interact with and planning to add more so the level itself will have stories peppered throughout the room.  It ha...

Video Game Narrative

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After much thought, I have decided to develop a game which focused first person narrative. So why I chose this genre you might ask? I have always been interested in making a game which is able to immerse the players into the game world as well as able to create an emotional story to compliment it.  My game will be called ‘ Echoes Of Life ’. It will heavily rely on visual and sound to tell a personal and emotional story of a character’s life.  The game itself will be taking place in that character’s mind when he is facing a near-death experience. The game started off with a 42 years old guy named Tom as he is walking down the street and suddenly he got held up by a mugger with a gun. His whole life flashes before his eyes as he went through a near-death experience during that incident. All the key moments of his life will be fleshed out in each of the different surreal rooms leading up to his final moment. From here on, A world hub will be provided to the pl...

Competition Scouting

For the first week, I was tasked to seek out any potential competition that will help me build my portfolio and my own identity to what I wanted to do when I graduated. I pretty much have an idea to what I wanted to do, which is to be a game developer or start a small indie studio. Regarding about the competition, it was very difficult for me to find a one where the judgement criteria matches the time frame that I have in doing this project. I have total 8 weeks to finish my task. After the consultation on week 2, I have chosen the GDWC competition as the requirement are much more better than the rest that I've shown the lecturer.  Here are the requirement of the Game Development World Championship rules: The games will be judged based on the following three aspects . FUN : Is the game fun to play and able to keep a player interested ? Are the objectives of the game easy to understand? FEEL : Is the artstyle of the game consistent with the gameplay? Do the con...