Saturday, February 13, 2016

Hallway 2/13


Did a little more set dressing. Still need to make a few things but I'm shooting to wrap this up by Sunday. Then I'd like to start lighting it a few different ways.


Friday, February 12, 2016

Hallway 2/12

Progress for today. Got a first pass vertex paint going. Trying to vary up some of the detail.


Monday, February 8, 2016

Hallway Personal Project

It has been a LONG time since I have updated this thing. I'm going to try and get back in the habit. Why not start a new personal project to hopefully motivate me to keep at it!? Sounds good.


The game-plan:

Create a small scene that will allow me to focus on lighting/mood.


After searching for days and debating with myself I think I have finally settled on something that could potentially be a cool/fun little project. Here is the concept art:




Here is the progress from tonight. Roughly an hour or so of blocking in the scene and getting some rough lighting going.


Added door trim.


2/10/16:  Lightmaped and Uved

Friday, November 7, 2014

Game Design: Camera Move

For my Game Design class we were asked to research a potential camera move that we might use in our upcoming trailer project.

The shot I chose was from Boromir's Death scene from The Fellowship of the Ring. There is this really cool continuous down shot that shows off the scale of the battle. Obviously our trailer wont be quite as epic and the tone will be different. I just though the camera move was interesting and had potential to be pretty cool.

The shot starts around the 20 second mark.

Friday, October 31, 2014

Boss Battle Analysis



For class we were asked to analyze a memorable boss battle. The game I chose is World of Warcraft. The game has been around for ten years and I can say that it has had some of the most memorable bosses that I have ever played.

The boss that I chose is Alysrazor from the Firelands raid instance.  The reason I found this battle to be memorable is by its use of mechanics.





The fight can be broken up into two different phases. Firstly, when the boss spawns she flys in a straight path, dropping feathers as she passes.


The raid must be split. Half of the players must pick up these feathers and follow close to her as she flys into the air. The players flying in the air essentially have to dodge smoke clouds and fly into smoke rings in order to gain a powerup that will be beneficial throughout the encounter. 



While players are flying in the air, the ground players must kill disciples that spawn and dodge worms/ fire puddles on the ground. 2 giant eggs will spawn in the center of the area and tank characters must pick the hatching up immediately. The tanks must hold on to these adds until they get a debuff that notes that the hatching is hungry. At this time the tanks must drag the hatching to a worm and have it eat. After successfully eating the players can kill the hatchling.







Friday, September 26, 2014

10 Game Mechanics

For my Game Design class we were asked to create a list of 10 different game mechanics that could be used for our upcoming Toy project.

The idea for my toy is to create a top down dungeon crawler, similar to something like Diablo or Torchlight. I'm not exactly which universe I want to set the game in but I for sure want to create a top down game.

Here are my ten ideas:

1. A pressure plate that when activated causes arrows to shoot from the walls. The player must time their movement to successfully make it though.

2. Large slabs that periodically slam together. The player must time their movement in order to avoid being sandwiched between the two moving beams.

3. Puzzle platform that the player must navigate through. The pieces move in a sequence that the player must figure out in order to unlock the door to the next room.

4. Cameras with lights that oscillate back and forth. The player must sneak past the cameras without being seen.

5. A teleport spell that blinks the player forward a fixed amount of units.

6. Falling debris from the roof that the player must avoid.

7. Some sort of combat system. I'd like to get melee going somehow. This will require extensive research.

8. Fireball spell. I'd like to figure out how to create a simple particle and use it as a projectile that potentially can damage enemies.

9. Create a light source such as a torch that follows the player and illuminates the dark environment in which they are exploring.

10. A system that allows the player to move objects in the world and use them in various puzzle obstacles.