With the intensive elements of my dissertation wrapped up, and the second prototype of Ghostly Apparitions ready for this month’s milestone, I am now to moving my focus to the development of the central character that will be featured for the end of year show.
Grey box of “Bath Time” Level
The premise for the level is “Bath Time”. You are haunting a old man in a hotel room and trying to get him to leave through any means possible, while the old man is trying to set up and have a bath… like The bath, he is really dedicated to it. The game’s tone overall is to focus on Tom and Jerry/Home Alone styled slapstick and humor, with a bit of my own cheeky humor thrown in, based around these kinds of simple yet absurd mission statements and characters.
So to the old man himself. His design is to be a revision of a older unused concept of mine from a few years back, the guy above that I used to throw together the visuals for this games pitch. There are a few changes however that need to be made before I can start modeling a revision of this concept. Stylistic I aim for the character models of this game to be more simplistic and geometric, making them faster to model and easier to animated and adapt. Along with that while I want this character to be distinct, hence the fat design, I want to keep the overall skeleton near neutral so I can use it as a reference for future models that the larger project will require.
Above are the quick concept variants from my second session(the first practice session is shown below) at the design of this character. These aim to give me a anatomical idea of what to aim for, once I set on a overall design I will then move on to doing some style focused concepts and then a finally reference sheet. To partially address the elephant in the room(pun slightly intended) the character of this level is being designed so he can be nude, I will post a longer write on my reasons for this later, but for now i’ll sum it up as being part of the humorous style I intend for my game, however I will be discussing and examining the pros and cons of this, over the lifetime of this project.
Session 1 Concept
It’s been awhile since i’ve done a humanoid concept or model of this style, session 1 was a initial attempt to break me back into the groove of things, while not at a level or look I intend to actually use, the above practices were helpful to get me back into things after only programming for so long.
I’ve left concept art to the side for this project, choosing to focus more on the design and scripting elements of Toasty. However, to help clear up some design decisions, and to have some more imagery for this project, I did these series of drawings seen here.
Been awhile since the last journal update, these are the sketches, notes and plans I made so far in 2016. While some of it is indecipherable scribbles about the character scripts, most of it is planning out the “Stoic Sugar Cubes” game design along with the concept art and sketched out plans for the modular asset workflow.
Above is a art page of the study drawings and concept art I did in prep for the Woman In Dress model.
After spending the last week on the woman model I wanted to get back to the video game assignment and just get on with making assets at last. To that end, I did some more concepts for the highgate area and did a practice model in maya, shown below.
I’ve said a lot this past year I want to model more in maya to better learn it, and to that end I certain have, enough to forget most of blenders work flows anyway. However for the art style I am planning for this game, with simple shapes and textures with a need for precise measurement, it may be practical to go back to blender for this assignment.
The Blender Made Assets From Before
Due to it’s easier interface for precise movements, and a good toolset for basic colour texturing alongside the modeling, i’ll be seriously considering it, for this project at least.
After spending the last week on the art assignment I am now refocusing my attention to the “Stoic Sugar Cubes” video game assignment with the benefit of having a week away from it, allowing me to reassess things. To this end I have done the bellow documentation to describe what I have planned for the levels and character design, how I intend to do it and why. While this doesn’t replace the design document it does help me sort this out in my own mind and gives me aids to explain my ideas to others, I will continue to do more of these when appropriate as I work, alongside the design document.
The next step for this project will be to start making the environments listed above. While I wish to make these elements components of larger kits, seeing that the scale for the levels is rather small I will first simply get on with modeling the advance greyboxes to help me determine the final style and look for the levels. After this I can repurpose these existing environmental assets to modular kits.
While all this sculpting and 3D has been fun it’s been a bit too long since I did some drawing practice. Seeing as i’ve been in a star war kind of mood recently I thought I would have a quick go at the drawing Darth Vader, along with a quick go at sketching Max Caulfield from life is strange.
Don’t think i’ve ever tried doing fan art before, it’s interesting that’s for sure, I should probably try it more often.
Anyway along with this here are some of my other daily sketches of this month I did to try and keep my sketching abilities up to snuff.