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.

Thursday, November 7, 2013

Week 11 Maze Project Texture Influences

The game I used for influence is Donkey Kong 64. Despite it's simple and childish demeanor, there are actually many scary parts of this difficult game. An example is the dungeon area below.

The dark colors, stone walls, and eerie candles make this area have a rather spooky ambiance. I want rocky, swampy, and creepy textures, as well as things that make things spooky like cobwebs and candles.

Another thing that Donkey Kong 64 excels at is lighting. I want the lighting to be dark, with a few dim, colored lights.








Monday, November 4, 2013

Week 11 Maze Project





My maze is sort of a spooky dungeon. I decided to add dark fogs and an almost sickly sort of glow to it, to make it spooky and creepy. The stone walls and floors are to make the player feel trapped in the darkness. The colorful lights were just me messing with the effects.

Wednesday, October 30, 2013

Maze Textures

In my maze, I feature a sort of spooky theme. The walls are a grey, grungy brick pattern. The floors are a murky green that look rather sinister. The ceiling is a subtle grey color, while I went with an old fashioned wooden door for the...doors I guess.

Monday, October 28, 2013

Maze Preview

For my maze, I'm going with a more spooky kind of style, with dark ceilings, creepy, bloody brick walls, and dark green floors. It's Halloween time, so the maze must be 2spooky.

Thursday, October 24, 2013

Maze Designs


Here are my mazes. The first two are easy and medium respectively. For the hard level, I decided to make the maze in the shape of a skull. Can you see the face?

Maze Texture Ideas

This is the sort of hallway that I think will suit my game. I sort of want a sort of haunted, spooky maze. Either that or a goofy Halloween theme. I figure since its the season anyway, a Halloweenie or creepy maze would be the most fun thing to play. Therefore I found these old, worn, creepy textures that would look great on the maze wall.

Tuesday, October 22, 2013

Prop Assignment

For this project, I did a ruined hospital. Unfortunately, my original plan didn't save, and so I had to construct a new one. The hospital is dark brown and grey, showing the damage in the broken windows,  grey where the paint has faded away. The shattered broken glass and splotches show where the building was burned.

Hopefully next time I won't lose my work.

Thursday, October 17, 2013

For a larger prop, I decided that the Abandoned Hospital would be an interesting level to animate and explore. The Transfer features a burned, abandoned, ruined hospital that I think would be very fun to animate.

Prop Project

Here is the Bow and Arrow of my Angel (in his Neutral Form- there are Angel and Demon forms respectively). This bow is a bit simple and boring in color, but I didn't want to make it too light or too dark- the goal was for it to be simple.

The highest and lowest parts of the bow are shaded, while the middle is not, due to the angle of the shadows. The arrow is also shaded.

The color guide up in the right corner shows the color and the color of the shadow respectively.

Tuesday, October 15, 2013

Bow and Arrow

For my prop, I did a bow and arrow that my main character uses to fight with. The colors are very neutral and simple.

Monday, October 7, 2013

Infernal Title Screen Revamped

This is the slightly updated version of the Infernal Title Screen.

The old simple red text has been replaced with a logo featuring the peaceful clouds of Heaven and the ferocious flames of hell. I decided to leave the text black to symbolize neutrality in between these two clashing elements.

The new logo brightens and darkens as the flames flicker and the clouds glow.

Thursday, September 26, 2013

Title Screen



For the title screen, I want it to feature two key aspects of the game: the clouds of holy heaven, and the dark flames of evil hell. My goal is make the clouds flash and glow, and to have the flames flicker and move about while casting shadows on the wall. Finally, I was hoping to have an image of Angel flap past on the screen, or maybe have him appear fluttering in place.