This week all of the art for Klepto was done, and it was just up to the programmers to fix the odd bug and make the final build of the game.
0 Comments
This week I managed to make one more model for Klepto. It’s a projector made out of playskool toys, duct tape, wood and a viewmaster toy. It sits in the van as a projector to display the world names.
This week I spent primarily working on my own assignments that I had put on hold in order to work on Klepto. The following weeks will be similar.
This week, most of the team flew off to Melbourne. For this reason, Klepto was effectively put on hold. We had Put as much time and effort into Klepto as we could up until Australia, and this way we would have a strong build to showcase, and after Australia, we could all focus on our final assignments without having to worry too much about Klepto. The work that went into the game in Melbourne was more networking than actual physical work.
Blog Week 4
This week we have Armageddon. The final build is ready to roll, so not a lot of art has been done this week. We’re all really excited to show the game off again and get some more feedback. Kids have often been the best source, as they are so brutally honest. For the Armageddon build, we will just be focusing on the Wild West World, the Jungle World isn’t far enough along to be ready to show yet. We’ve set up a debug menu to access each level with the hit of a button, so it should be easy to give people a taste of each section of the game quickly. This week, we divided the team up in order to both finish off the Wild West world and also get cracking on the Jungle world. I started off the week with research and some quick concepts, and set to work making plants and platforms for the levels. Juane also made some plants, such as grass and vines. As well as this, I started some tests on the skybox, testing out how to layers things, and which colours would work the best with the colours of the new world. I made a new flat, cardboard tree for the Jungle world, and Scott replicated my tree perfectly and made two more, whilst I was busy re-texturing Klepto for the final time. Juane spent a lot of the week fixing things, optimising things, and testing things out, and he was largely responsible for the tutorial sign guy.
Corne built a modular train-rail/minecart track set to be used to flesh out the levels a bit more in a final art pass. This week we really wanted to get all of the assets we had made implemented into the game. We also made a reasonably simple change to the tutorial section, by adding a new character, the tip sign guy. We had the sign rigged up so that it would follow the player as they walked by, and we added some googly eyes for him to stare at the player with. I also made some glow in the dark stars and planets for the skybox, which juane made fade in and out, and float around in the sky, which looks cool. Some cardboard clouds, and a cardboard moon are the final things I made this week. This is the final weeks work before we show at Armageddon PAX, so this week was a big one. This week, I decided to try out a few tech things for the jungle level. I also wanted to test out some terrain in both worlds. I used substance designer to whip up a procedural desert rock material to test out the terrain in the wild west world, and I also tried out some material blending on a jungle world blockout that I made. I made a material that can have alpha blending, and made some basic geo to see what the ruins could feel like. My initial blockout was in a jungle ravine type layout. I also made a tileable stone material to apply to the basic cubes in this world. Lastly, I made a test skybox for the jungle, so see what kind of colours would work with the new colour scheme.
The first week of Gold Build we really wanted to implement a new character, to help make the worlds feel a bit more alive. I concepts a little robot character called ‘Junkbox’, a robot made from found bits and pieces. We decided that they could have little hardhats and tools, and be popped around the levels, making scenery, etc.
I concepted the characters, Juane made a model based off my sketches, I textured the character and modelled/textured the Jackhammer and Hardhat, and then Scott animated the meshes altogether to bring the little robots to life. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
November 2017
Categories
All
|