Week of Nov. 24-30 (update 13) :
To recap this week, I worked on a texture for the cherry blossom and lily pad that Andrea made. We also demoed our game in class and got some more feedback on what needs to be fixed. For the most part, our game is coming along nicely and it's alpha will be ready for the open house.
Week of Dec. 1-7 (update 14) :
After discussing with each other the best way to both play our game and show off our art, we have finally settled on doing a top-down view of the river that the boat floats on. It might seem a little boring at first, but we had an epiphany - why not use the water as our art source? The topic really took off at that point, and we've decided to go with it.
The idea is that, since our water mechanics are mostly in and working, we would add a reflective/refractive mechanic to the water. That way, some levels will display things above it, and others will show what's in the water in a very vibrant and beautiful way. We'll get to show off our art while still retaining our game play.
We've talked to the designers about it, and are currently in the works of discussing levels beyond our traditional Japanese world (with cherry blossom trees reflected in the water), such as night levels (with lanterns on the water to guide your way), snow levels (with the aurora borealis) and beach levels (with glowing blue sand). By the time we get our game published, I think it's going to look amazing.
Week of Dec. 8-14 (update 15) :
The EAE Open House was this week, and the alpha of our game was playable during it. We got a lot of good reviews and we're all very excited now! We also wore matching shirts with the logo of our game (titled Origami Kami) emblazoned on the front. We can't wait to work on our game some more and we can tell that people will really like it when it's done.
Wednesday, December 18, 2013
Monday, November 25, 2013
EAE Capstone - Update 09-12 (recap)
Week of Oct. 20-26 (update 09) :
This first week, my team and I worked to get at least a working game going. The art team worked on getting placeholders done, while designers tried to design our game out and the programmers got the game going.
On my end, I made a bank to use in the game. (see above) However, for whatever reason, it never actually got used, likely because our games camera was face-down, so we could get the mechanics working correctly.
Week of Nov. 3-9 (update 10) :
So we decided this week that the designers would make placeholders where the programmers need them while the art team focused on making the actual art for the game.
For starts, I made us a smooth, black stone (see above) that would be dropped into the water in order to make the boat move. In addition to that, the art team worked with the designers to try and settle on an art style for the game. We bounced around a few ideas, including art styles from PokePark 2 and LoZ Wind Waker, and we were starting to get a good idea of what we wanted for our game.
Week of Nov. 10-16 (update 11) :
After this week, the art team decided to try and split into specific jobs. We can still take up other jobs (i.e. if there's a model an animator wants to make, they can go ahead and claim it) but for the most part, we would try to get a production going.
I obtained a job as one of our texturers. As Brock and Andrea finish models, Cory and I will take those models and put detailed textures on them.
For this week, I took Andrea's log model and finished it off with it's texture. (see above) Cory and I are pretty sure that we're on the same page in terms of texturing, so hopefully the game turns out looking amazing!
We're pretty sure we want something kind of artsy for our game. We were thinking origami is going to play a big role in our art style, but a soft-palette watercolor scheme is a definite in our art style.
Week of Nov. 17-23 (update 12) :
This last week is when we showed a demo of our game to the class and got feedback on what works and what doesn't. Our game currently has a working level, with a water system (splashes, waves, ect) that works great! Additionally, we showcased some of our concept art.
On that note, I created some concept art (see above) to help us visualize our camera angle (as well as determine whether that angle would actually work). Ideally, the player will be able to see and interact with objects on the bank, and even be able to see a background behind all of that. We still need to test it to see if the game is playable like that, but if it works, we already know what our backgrounds, color scheme, ect will look like.
The background in particular, we're hoping to be able to get into the game. We've decided to have sort of a layered background, where it's really just three flat images, but as you move across the water, it will seem as though the background moves along with it.
This first week, my team and I worked to get at least a working game going. The art team worked on getting placeholders done, while designers tried to design our game out and the programmers got the game going.
On my end, I made a bank to use in the game. (see above) However, for whatever reason, it never actually got used, likely because our games camera was face-down, so we could get the mechanics working correctly.
Week of Nov. 3-9 (update 10) :
So we decided this week that the designers would make placeholders where the programmers need them while the art team focused on making the actual art for the game.
For starts, I made us a smooth, black stone (see above) that would be dropped into the water in order to make the boat move. In addition to that, the art team worked with the designers to try and settle on an art style for the game. We bounced around a few ideas, including art styles from PokePark 2 and LoZ Wind Waker, and we were starting to get a good idea of what we wanted for our game.
Week of Nov. 10-16 (update 11) :
After this week, the art team decided to try and split into specific jobs. We can still take up other jobs (i.e. if there's a model an animator wants to make, they can go ahead and claim it) but for the most part, we would try to get a production going.
I obtained a job as one of our texturers. As Brock and Andrea finish models, Cory and I will take those models and put detailed textures on them.
For this week, I took Andrea's log model and finished it off with it's texture. (see above) Cory and I are pretty sure that we're on the same page in terms of texturing, so hopefully the game turns out looking amazing!
We're pretty sure we want something kind of artsy for our game. We were thinking origami is going to play a big role in our art style, but a soft-palette watercolor scheme is a definite in our art style.
Week of Nov. 17-23 (update 12) :
This last week is when we showed a demo of our game to the class and got feedback on what works and what doesn't. Our game currently has a working level, with a water system (splashes, waves, ect) that works great! Additionally, we showcased some of our concept art.
On that note, I created some concept art (see above) to help us visualize our camera angle (as well as determine whether that angle would actually work). Ideally, the player will be able to see and interact with objects on the bank, and even be able to see a background behind all of that. We still need to test it to see if the game is playable like that, but if it works, we already know what our backgrounds, color scheme, ect will look like.
The background in particular, we're hoping to be able to get into the game. We've decided to have sort of a layered background, where it's really just three flat images, but as you move across the water, it will seem as though the background moves along with it.
EAE Capstone - Update 04-08 (recap)
Now that we are nearing the end of the semester, it's dawning on me that I'm missing quite a few weeks since my last post. That said, these next few posts are going to be recaps of what my team and I have done over the past month.
This first post will contain what was worked on from September to mid October. It's going to be short, as the concept art I made during it has already been posted.
Week of Sept. 15-21 (update 04) :
At this point, I was still in my Maze Junkies group. (although at the time, it was still known as Ninja Mouse) For this week, we mainly tried to settle on what our story was going to be. I.e. something that wasn't ninja related. We ended up picking a "lab rat" concept.
Week of Sept. 22-28 (update 05) :
This week, we got a basic game going and had it working on the PSVita. Art-wise, we experimented with making a modeled mouse and had it working in Unity. Sadly, the model never quite made it in the actual demo.
Week of Sept. 29-Oct. 5 (update 06) :
I made some concept pieces of our main character, the mouse. The sketched have already been posted on this blog, in the previous post. So feel free to have a look~
Week of Oct. 6-12 (update 07) :
We pitched our games and demos this week to a few people from the gaming industry. For the most part, they liked our demo, which involved the different reactions our mouse would have to certain drugs.
Week of Oct. 13-19 (update 08) :
So I believe this was the week that we were placed within our final teams. I was assigned as the Art Lead in the Zen Boat game. This week mainly consisted of setting up Copy and Asana accounts for everyone, as well as making sure we were all connected via Google Groups. We also got to know each other and our game.
This first post will contain what was worked on from September to mid October. It's going to be short, as the concept art I made during it has already been posted.
Week of Sept. 15-21 (update 04) :
At this point, I was still in my Maze Junkies group. (although at the time, it was still known as Ninja Mouse) For this week, we mainly tried to settle on what our story was going to be. I.e. something that wasn't ninja related. We ended up picking a "lab rat" concept.
Week of Sept. 22-28 (update 05) :
This week, we got a basic game going and had it working on the PSVita. Art-wise, we experimented with making a modeled mouse and had it working in Unity. Sadly, the model never quite made it in the actual demo.
Week of Sept. 29-Oct. 5 (update 06) :
I made some concept pieces of our main character, the mouse. The sketched have already been posted on this blog, in the previous post. So feel free to have a look~
Week of Oct. 6-12 (update 07) :
We pitched our games and demos this week to a few people from the gaming industry. For the most part, they liked our demo, which involved the different reactions our mouse would have to certain drugs.
Week of Oct. 13-19 (update 08) :
So I believe this was the week that we were placed within our final teams. I was assigned as the Art Lead in the Zen Boat game. This week mainly consisted of setting up Copy and Asana accounts for everyone, as well as making sure we were all connected via Google Groups. We also got to know each other and our game.
Monday, October 28, 2013
EAE Capstone - Update 03
A little while has passed since I've last posted, but quite a bit has since happened.
For starts, we finished presenting our mouse maze game, which we ended up calling Maze Junkies. My main job was to create concept art for our mouse.
Our concept was really fun and we had a lot of people who loved the video we made to go with it. However, sadly Maze Junkies didn't make it through to the next stage.
I am now the Art Lead for the team creating a game called Zen Boat. It's a really neat concept and I'm looking forward to helping get this game published!
For starts, we finished presenting our mouse maze game, which we ended up calling Maze Junkies. My main job was to create concept art for our mouse.
Our concept was really fun and we had a lot of people who loved the video we made to go with it. However, sadly Maze Junkies didn't make it through to the next stage.
I am now the Art Lead for the team creating a game called Zen Boat. It's a really neat concept and I'm looking forward to helping get this game published!
Friday, September 13, 2013
EAE Capstone - Update 02
So 10 pitches have been picked to go into the Alpha stage and we have split into teams. I'm now part of the team creating a game called Ninja Mouse. (although the ninja concept is currently being reworked, and we are brainstorming concepts for our mouse character to be) I'm really looking forward to working on this game, as it was one of my top 5 favorites, and I love making mice characters. They're pretty fun!
Anyway, right now I don't have much to really show. So here's a character I made recently. I actually ended up auctioning off him and a batch of similar characters.
Looking forward to this semester!
Anyway, right now I don't have much to really show. So here's a character I made recently. I actually ended up auctioning off him and a batch of similar characters.
Looking forward to this semester!
Tuesday, September 3, 2013
EAE Senior Project - Update 01
I've started my senior capstone class this semester. We will be splitting into teams and creating a video game, which I'm really looking forward to. So far, our first assignment has each of us coming up with our own pitch for a game, and we'll be presenting them in class today. I've included mine below:
I'm hoping to get some concept art of the bird character done and uploaded on my blog sometime this week, even if it doesn't get picked as one of the games we do. I'll be crossing my fingers though!
I'm hoping to get some concept art of the bird character done and uploaded on my blog sometime this week, even if it doesn't get picked as one of the games we do. I'll be crossing my fingers though!
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