Aliens: Fireteam Elite Level: Priority One; Ingress ‘Game design is the act of deciding what a game should be’ (Schell, 2008:XXV) and when looking at a Horror game, it is imperative that you assess against the key themes which run through all horror games. These include isolation, a lack of resources, lighting, certain camera angles,… Continue reading Level Design Analysis: Aliens Fireteam Elite
Character Design
Character Planning, Ideas and Conceptualization To begin formulating ideas for my character, I first had to narrow my vision using the parameters specified within the brief. The brief was quite free, the only restriction being that the character must be a humanoid design. Immediately, this constricts the anatomy of the character. Humanoid to myself means… Continue reading Character Design
Environment Design
Theme/location exploration and research Planning and conceptualisation It should be noted that screenshots where sent to all team members, as we made these together at university on one pc. Oliver took the lead for physical design while the rest observed and suggested ideas. It came to our attention that the area was not big enough… Continue reading Environment Design
Asset Design & Maya
Planning and Research The location of the project was set as a garden, as a team we decided upon feudal Japan. We then spent some time researching images showing various Japanese gardens and their key assets of interest. From here we each decided which asset we would like to model and each respectively chose something… Continue reading Asset Design & Maya
Stylisation / Character board
To begin with, the style of art chosen was based on the television show ‘Archer’ which features thick lines, bright colours and overly enhanced masculine boldily features. I developed this style into my own by adding more realistic features. These features made the concept more pleasing and more interesting to look at. I first looked… Continue reading Stylisation / Character board
Expressions
To begin with I gathered reference images from Google which comprised of different emotional expressions. By looking at the varied expressions, it was clear where the differences lay. Difference such as jowel lines, nasolabial folds, lip positioning, wrinkling of the nose and forehead, the tightening and loosening of the skin and expressions in the eyes… Continue reading Expressions
Anatomy for character design
With these sketches I focused both on the male and female form. I focused on the key differences with shape and movement between the to, to develop appealing sketches showing the proportions of the human anatomy. I drew the original sketches in a brown/lighter colour pencil to make it easier for me to edit the… Continue reading Anatomy for character design
Storyboard Design
I began by imagining a cut scene inspired by games such as Mass Effect and the table top game Warhammer 40K. The Science Ficiton and war elements of these games drove a narrative in my head of a character being captured and brought before an enemy leader. I then developed a simple character to structure… Continue reading Storyboard Design
Walk Cycle / Animation
I began by watching the tutorial provided through Canvas. I did not want to complicate the walk cycle by going into too much detail. This was due to lack of experience and I wanted to perfect the art of creating the animation first before going into this further. I drew each cycle frame by frame… Continue reading Walk Cycle / Animation
Pixel Art
To begin with I sketch several silhouettes of robots onto paper. I then decided which of the sketches I preferred and decided from looking at a variety of pixel art references decided to do a low detail 8bit concept. I then researched colour palettes and discovered that for a successful pixel drawing, the colour palette… Continue reading Pixel Art
