The last bits of concept needed for the Game design document have been done, I created the map and finalized is it in Photoshop and helped Kai to create the logo as it is now.I have also included an image of a rendered version of the camera.
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Showing posts with label BA4. Show all posts
Showing posts with label BA4. Show all posts
Wednesday, 21 November 2012
Sunday, 18 November 2012
Saturday, 17 November 2012
Thursday, 15 November 2012
Game Design Doc - Notebook and village centre
Here is a few images of the notebook on it's own and then in game. I have also included an image of the village center with some experimental fog/mist.
Sunday, 11 November 2012
Game Design Doc - Interior Design Concept
After much progression in designing the interior for our game, I have now a draft concept, the main problems I have faced with this piece is the lighting and the colours used through out it, I'm no amazing concept artist so this one pushed my abilities of designing such concept.
Game Design Doc - Interior WIP
This is how far I have come along with the interior concept so far, I'm battling between getting fed up of drawing and frustration with the project but here it is anyway:
Thursday, 8 November 2012
Game Design Doc - Village concept and Film
Here's an edited version of the previous concepts for the village exterior and film design. For the film it goes:
Red = Emotion film
Blue = Past time film
Blue = Past time film
White = Combination film
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| Gradient change in colour for each film |
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| Added texture for floor, added bench, thicker grass and colour change on house/building |
Monday, 5 November 2012
Game Design Doc - Items in game
So, now I have to create designs for some of the items used in game.
Items that I want to create a concept for are:
1. Camera
2. Battery
3. Film
4. Key
5. Horse shoe
6. Torch
7. Note
8. Note book
9. Lock of hair
and then anything else I can create
First off I wanted to create a few rough sketches of the items that I wasn't going to develop further:
First off that I have developed further is the key and horse shoe, both server different purposes in the game, the first being the shoe adds the element of puzzle solving for the unfinished business. The second being the Horse shoe in which it serves the purpose of being a save point. The player will find these through out the game and then in order to save they have to turn it upside down, doing so will save, I felt because this was to be an important part of the game that it should be fairly visible, I added a blue glow around it so that when in game the player would see it better.
Next is the Battery, for this I felt it should be fairly basic but obvious for the player to noticed and then pick up.
The film is next, for this we have three different types of film in our game:
1. Past time film - this allows the player to take a photo of say a room and then see if there is any items in which it can help the player to solve the puzzle, for this I felt that the overall design of the film should stay very basic, it's a tub that hold the film with a flap that will pull away to the reveal the film beneath On top there is a stripe, this stripe will indicate what type of film it is. Past time film will have a blue stripe.
2. Emotional Film - this film will allow the player to take a photo of an area and it will reveal the emotions that are conveyed from the ghosts, this will then help to give clues for the player and help them solve the puzzle, the stripe colour of this film is Red.
3. Combination Film - this film will allow the player to combine a piece or shard of an item that will help to solve the puzzle, the player must get the item in the first place and then will take a small sample from that and put it underneath the flap, only the combo film can do this and so this allows the player to take a photo that will help find clues with the desired combo item, a good example will be a strand of hair that is from an unfinished business ghost.
Above is the film, I will create 3 variations of this film to represent each film.
I still have to create a: Torch, note, notebook and a lock of hair.
Items that I want to create a concept for are:
1. Camera
2. Battery
3. Film
4. Key
5. Horse shoe
6. Torch
7. Note
8. Note book
9. Lock of hair
and then anything else I can create
First off I wanted to create a few rough sketches of the items that I wasn't going to develop further:
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| Very rough sketches of some of the items I won't develop further |
Next is the Battery, for this I felt it should be fairly basic but obvious for the player to noticed and then pick up.
The film is next, for this we have three different types of film in our game:
1. Past time film - this allows the player to take a photo of say a room and then see if there is any items in which it can help the player to solve the puzzle, for this I felt that the overall design of the film should stay very basic, it's a tub that hold the film with a flap that will pull away to the reveal the film beneath On top there is a stripe, this stripe will indicate what type of film it is. Past time film will have a blue stripe.
2. Emotional Film - this film will allow the player to take a photo of an area and it will reveal the emotions that are conveyed from the ghosts, this will then help to give clues for the player and help them solve the puzzle, the stripe colour of this film is Red.
3. Combination Film - this film will allow the player to combine a piece or shard of an item that will help to solve the puzzle, the player must get the item in the first place and then will take a small sample from that and put it underneath the flap, only the combo film can do this and so this allows the player to take a photo that will help find clues with the desired combo item, a good example will be a strand of hair that is from an unfinished business ghost.
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| The colours are wrong and need to be changed around |
I still have to create a: Torch, note, notebook and a lock of hair.
Game Design Doc - WIP Exterior and map
So after researching and taking lots of photos around Norwich gather a small library of photos I made an attempt at the map.
The map still needs to be more improved upon, stylized and coloured, there are also areas that need to change to fit better for the gameplay and visuals. Each area will also have a particular name based on any important structures within those areas so the player can associate that area well enough to know where to go to if necessary. The names so far:
Area 1 = Market Street, although the center will be moved up towards near where the church is as this makes more sense overall for the layout and visually
Area 2 = Grove Woods
Area 3 = Village hall, although this area will be moved down to where area 1 is
Area 4 = Church Yard
Area 5 = Mardeel, the lake within this area is called Lake Mardeel
Area 6 = Not decided yet but after a pub that resides in that area
Area 7 = Manor but subject to change to something more appropriate
There is much more to do with this map in terms of it's design and layout, one image I want to take reference from is this:
Next on the agenda is the exterior design of our game, our game is set in the modern age, the village is medieval and so has changed over the years but has kept it's roots at presence. I wanted to design a perspective drawing of the player looking down Market street and you can see the church in the background. I took a look at some of the designs and arctecture of the buildings we have in Norwich like this:
I love this style and so I started out by creating a rough idea of the scene I wanted to use.
I have ended up at this point now with the exterior design of the village, I need to work on it more with changes like giving the houses more life by adding subtle colours to bring out their uniqueness and character, I also need create a bench surrounding the middle structure as it serves no real purpose at the moment, add thicker grass to the middle structure and create a cobble stone ground and this will add more to the scene style and texture. So far though I am happy with the result.
Below is a quick sketch up of the interior, this I need to give more body, objects, texture, colour and life:
These are my next steps and goals to completing these concepts:
Exterior - Cobble stone texture flooring
Bench surrounding the middle structure
Thicker grass to emphasize the structure
Interior - More furniture
Texture, colour, life, value and light
Map - Names for the areas
Change of layout
Style texture and colour
Wall Texture
| Rough drawing of the layout |
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| More defined drawing in Photoshop of the map |
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| Map with labelled areas showing each section, subject to change |
Area 1 = Market Street, although the center will be moved up towards near where the church is as this makes more sense overall for the layout and visually
Area 2 = Grove Woods
Area 3 = Village hall, although this area will be moved down to where area 1 is
Area 4 = Church Yard
Area 5 = Mardeel, the lake within this area is called Lake Mardeel
Area 6 = Not decided yet but after a pub that resides in that area
Area 7 = Manor but subject to change to something more appropriate
There is much more to do with this map in terms of it's design and layout, one image I want to take reference from is this:
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| An old Victorian map |
I love this style and so I started out by creating a rough idea of the scene I wanted to use.
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| A rough idea on the perspective |
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| Skipping a head in time |
Below is a quick sketch up of the interior, this I need to give more body, objects, texture, colour and life:
![]() |
| A rough sketch of my idea for the interior |
Exterior - Cobble stone texture flooring
Bench surrounding the middle structure
Thicker grass to emphasize the structure
Interior - More furniture
Texture, colour, life, value and light
Map - Names for the areas
Change of layout
Style texture and colour
Wall Texture
Game Desing Doc - Research and photos
After creating the 3D model of the Polaroid camera, I researched into the different types of architectures that I could use when creating concepts of the buildings in our game. I decided since I live a beautiful city surrounded by churches, old derelict walls and old buildings that I would take some pictures as reference and research.
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