Thursday, December 12, 2013

Final Project Part 2

For another part of my final, I decided to do a pause screen for my game, Infernal.


It features a few basic choices of "Continue, Options, and Quit". The white arrow symbolizes which choice is being made, and when the continuing, the screen fades to black before it continues.

My last project was a small building/maze in Maya. I decided to go with a Four Horseman of the Apocalypse theme. There is a room for War, Famine, Pestilence, and Death.

An overview of the maze- white is war, tan is famine, green is pestilence, black is death.

Clockwise order- War, Famine, Death, Pestilence.

War features fire, stone defensive walls, and blood red floor.

Famine is completely barren, and resembles a desert.

Pestilence is green and features weeds and growths like a swamp.

Death is dark and features zombie hands.


Final Projects Part 1

For my first project, I took this robot below and decided to do a pixel art form of him. I made his form in pixels and colored it in with red, yellow, and blue, giving him a kind of dull, but sort of electric blue/yellow theme. The first picture is the original. The second is the pixel art.


The final picture below is the result when combining the two of them by changing the pixel art to "Color".
I did the same things with two more pictures- a demonic centaur, where I also did effects on his hue and brightness, and a naga, who I did some slight editing to.
Unfortunately for the centaur pixel art, I filled in a lot of it with black, making the art look a lot messier than it actually was.


Combination:


The pixel art is slightly smudged due to using the smudge tool to blend colors in the background.

And this is the final result.






Monday, December 2, 2013

Title Screen Improvement

Here is my Title Screen for my GDD210 team's game, Polar Parkour. The style is a bit goofy and cartoony, just like the game, with a few realistic elements. The background and characters have goofy designs and appearances, but the ice and ocean have realistic textures and elements to them. I plan to try and animate the clouds and the bear in the future.

Thursday, November 21, 2013

Research Phase for Improvement Two




I plan to improve my title screen for the next project. I want to try and incorporate more realistic, flickering flames, but I also want a more cave-like appearance for the "underworld" in the title screen- stalagmites and stalactites would help with this. I also want to make the clouds glow more vividly, especially the logo. so the cloud will flash more.

I also plan for the Angel's flying to be far more smooth, and have him fly off the screen, as well maybe adding other effects (sparks, ash, smoke, maybe a bad enemy or dark shadow in the background.

Monday, November 18, 2013

Prop Art Upgrade



The first two props I did were unsatisfactory in my opinion- the bow was two simple, and the building was a mess. I decided to try another prop, and decided to this time go with a sword that one of the enemies in my game uses. I took a wicked looking scimitar and turned it into a poisonous, almost toxic hue, to give it a sort of insidious, vile look.

Thursday, November 14, 2013

Improvement Project


For this project, I'm not sure exactly what I want to improve yet. I was thinking of revisiting the Rock, Paper, Scissors art piece, and maybe spicing it up with a flashy background (first image), and maybe touching it up a little bit.

The second image is a cavern floor, that I was feeling I might add to my game's title screen. I want to maybe improve that a little bit, though I'm not sure how yet.

Lastly, I might improve my maze a bit more, which is the final image. While this is not my first choice on what to do, I feel I could definitely make a really amazing maze.

Monday, November 11, 2013

Maze Texture Update






Aside from making the maze slightly bigger, I added several new elements to the overall design. Torches were added to give it more of a dark and dank ambience- as if you were exploring a dark catacomb. In addition, several other spooky elements were added- spike pits, the blood "HELP" on the wall, the ghostly hands rising through the ground to grasp at you, and the dark tunnel filled with slimy, disgusting weeds. The green lighting is supposed give it a toxic, sewer-y feel, as if you're crawling through some grimy, poisoned, hazardous dungeon.