My Initial idea
My initial idea was to create an environment in UDK using small amount of my own assets.
This environment would be quite a small area perhaps a Small City or part of a city.
I looked at a few games that used Unreal Engine for example borderlands 2, Bioshock Infinite, Gears of war and mass effect.
Final Idea
For any reason this presentation I have put on my blog doesn't work
this is the link to it -
http://prezi.com/b7gs_u_dbzhn/present/?auth_key=uwjlh17&follow=ctam_fwqdgyf&kw=present-b7gs_u_dbzhn&rc=ref-40265733
For any reason this presentation I have put on my blog doesn't work
this is the link to it -
http://prezi.com/b7gs_u_dbzhn/present/?auth_key=uwjlh17&follow=ctam_fwqdgyf&kw=present-b7gs_u_dbzhn&rc=ref-40265733
Presentation notes
These notes are for me to see only when presenting my work.
Although it's written in full sentences they are just props for me to read if i forget what i was meant to say or get too nervous to present from the top of my head
Slide one
- Intro
& Name of project -The Maw of Black
Hand.
Slide two
-
Our idea is to create a game environment, that will be viewed in a
first perspective in UDK. We will be modelling and texturing most of the
assists we are going to use to create our environment, these assets will be
modelled in 3DS Max because this program most appeals to our needs. We will
also be texturing our assets in 3DS Max but also use Mudbox where needed.
Slide 3 - Setting, location Theme.
Theme
Our environment is based on Fantasy Environment based on realism with a
grunge aspect about it
Location
The environment will be based on a small section of Black Hand,
this is a kingdom within Jason's book he is in the process of writing. The
kingdom is built in a chasm, due to previous events, that Jason can later on
elaborate on if you wish to know more about the background story to the area
and its people,
Style
Buildings will be based on Gothic architecture making these
buildings more elaborate than typical city housing.
The kingdom has very little light making it a dark place with very
little light, barley any wildlife crops and woodland. All of these things are
located on ground level.
There will also be a small trading market in the centre of the
town/area/section/village next to the town/area/section/village supply of water
(a well)
The part of Black Hands
town/area/section/village has a small mining area where the locale people are
trying to dig out parts of rubble from their previous kingdom - lights reach.
Slide 4
Target
audience
our environment is heavily based on fantasy games and that genera,
Taking this into consideration this would make our Environments target audience
years 14 + and people who enjoy fantasy games and MMORPGs of this style.
Project
purpose
What do you want to create?:
I want to create an environment
of which the a person is free to roam around in, explore and hopefully tell a
story about the village and they're background just by the landscape and models
we have created, These modelled and
textured assets.
What do you want to Learn or Improve?:
I want
to improve my skills in Modelling and texturing, improve my time efficiency.
I am
also building and learning skills within working in a group using an idea that
is not officially my own but someone else’s and Woking to their specifications
and needs.
I will gain for this
I will
gain the experiences of having worked with someone in a group and producing
work to someone else’s specifications and ideas. This is good experience for
when working in the industry.
What do you want to the Player/Viewer to Experience?:
I would
like the viewer to see the area of Black Hand we are creating the way Jason
envisioned it to be. To get a feel for the environment and hopefully want to
explore and find out the story behind it.
Slide 5
Feature
list
Taking the elements of the town/area/section/village into
consideration, means that Jason and I
will be modelling -
Models -
Housing (at least two variants)
- Texture
- Variants, such as a fence for example
Housing (at least two variants)
- Texture
- Variants, such as a fence for example
Cathedral
- Spire
- Face
- Windows
- Textures
Scaffolding
- Texture
- Variants
Abstracts
- Well - Water, Textures
- Bucket - Textures
- Money - Texture/shine
- Market - Stalls - textures and variants, Tents - textures and variants
- Gems
Wall
- Texture
- Size Variants
Rubble
-Textures
-Size Variants
Sounds -
Birds
Wind
Town Talking
Vender Stalls
Well including bucket and rope
Trading items including, Gold coins, gems, fruit from the above
land and other bits.
2 types of buildings with a variation of colour scheme or
texturing
rubble from the remaining kingdom
scaffolding from the mining
-
These items have been split up evenly and fairly between us and we
have a time scale of which to make them.
Slide 6 - Photos
references and inspiration
Jason has his own inspirations behind his ideas and his book.
Everything I will be creating is in the style of what Jason wants.
Most of the original ideas are not my own and I will just be creating the
assets for it.
My inspiration has come from Jason and reading Jason's book and
looking at his background story's and assets he has alongside his book.
I find his work very inspiring and I am very excited to be working
on this project with him. I feel privileged to be creating a small part of one
of his kingdoms.
However I have had to look for inspiration and images that I think
area good reference match to the type
of environment he wants.
Fable 3 concept art - Fable is one of Jason's
inspirations for this are of Black Hand this is an image I found inspiring and sort of similar to what we want to create.
This is a good representation of the style of layout we wish to use in
our environment. The higher parts of land being lush and green, the lower
ground being soil and dirt from the lack of sunlight the ground level is
getting. The mining element that is taken place here is something else we wish
to incorporate into our environment although is will be a small area and
wont spread across the hole city area.
The difference between ground level and the top of the valley will
be vast, unlike this image where the ground and valley level eventually levels
out.
To create my assets I looked at Gothic
architecture and some of Jason's influences and With this I have made small
thumb nail sketches for references when making my modelling. These modules have
been approved or adapted to meet Jason's requirements.
slide 7 - Time scale
Together Jason and I have made a week by week time plan of what we
need to be doing.
This time plan can be found on our blogs.
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