Showing posts with label Concept. Show all posts
Showing posts with label Concept. Show all posts

Tuesday, 11 September 2012

Art Update

Another quick post to show progress on our 3d assets.




 The Master mesh has been completed and is being rigged as we speak
The starting area is now 95% done, we are just missing one or two props. Here are some examples from this scene.












Overall we are progressing quickly now and are all working long and hard to get this game done!

Monday, 3 September 2012

Art Update


I just wanted to post a quick update on the 3D assets. 

So development is really starting to progress. Our characters are starting to come to life and the environments are being created. Here is the mesh for the masters house (unwrapped and ready for texturing)

 
And we have also started to building the objects that will fill this cozy little home.









Books, writing equipment example






A letter the player interacts with.







We are cranking these assets out as fast as we can and will post again soon.

Friday, 24 August 2012

Puzzle concepts rendered

Just built these quickly in 3ds Max to show two dynamic puzzles.


This is the double cross. The idea is the player starts in the right hand dome's shadow, and walks along the path to a level. After pulling the lever the double cross rotates 90 degrees. This removes one path and adds another, allowing the player to finish. The double cross would be indicated to be mechanical by having gears all over it. This way the player knows that if they see the cross, it requires the elver to use it. then player must find the lever.

It also restricts the player, can can be used as an element to control their movements through a level when used in combination.



This is an example of the spotlight dragon, an NPC. It would walk around the leave on its own. When you whistle or signal it, it will look at you, coo, then shine its spotlight and approach you. The player can shield themselves by grabbing the square plank. This creates a safe and mobile shadow for them to use. They then must 'kite' the dragon towards the tree, whilst facing the exit. This way the dragon will begin eating the tree and leave the shadow path to the exit for the player to travel.

The Original Meeting (Pre-Pitch)



Well before Shadow was decided on, several members of the team got together to discuss some of the possible limitations of the game and thus game play. Possible demographic was also added to the discussion; below are original notes from the session:


·        The game was pitched towards both genders to play; having said this through there was a heavy lean to the general player age being 8 or older. This was because of the level of possible understanding - without being overwhelmed - that would be required for taking in the death of the Master mentioned in the story outline. Also the player (especially a younger player) would need to feel a possible sense of failure and responsibility on finding the Master dead within the game. They would also need to be able to focus as solve complex puzzles.

·         Naming of the main character or protagonist at the mid-point of the story is considered to be highly symbolic, with a name comes the weight or responsibility of the task ahead.  Several names were to be work-shopped (Samien winning out after a team vote). Another possible change to suit this vision was that the graphic of the main character may change slightly to show that they have accepted their new way of being. Such a change is still under discussion.

·         Art style based on Shane Dervries;  (http://www.shanedevries.com/) so warm, high contrast, vibrant with surreal shapes. That being said there is a difference between the two states of the game (pre-crystal and post-crystal acquisition). Before the colours while bright, focus on a COOL pallet meaning a lean towards colours that are toned with blue (but not all blue and NO GREYSCALE). After the character gets the Crystal though the pallet of the different worlds starts to change to a WARM pallet (ie one that has a focus on colours that have a red tint to them)

·         The main challenge the game is about traversing the levels, something which changes on if the character has their crystal or not. Pre-crystal the character can only move through shadows and thus must plan a route across or through a level that strictly follows this. If not then they are wounded or dazed. At this point the character also can not physically interact with any possible monsters and must avoid them. 

·         Post-crystal; however, the character not only gains the ability to walk in the light, but to interact with the levels (and thus worlds) in different ways. Such as being able to get rid of monsters if they so choose, but don’t need too.

·         As a whole the game would fall into the CASUAL genre.

Thursday, 23 August 2012

Introducing the World of Shadow


While our character and animation teams make leaps and bounds with their progress on Samien the concept and environment teams have been concerned with their projects; namely a way to communicate some of the key areas of the game to the player for the first time. With one team working on a simple yet homely depiction of the Master’s house the other has been assigned to establish a visual for the turning point of the game – the Crystal Cave. The later project is currently still under wraps though with not much seen other than the initial concept art that was posted earlier in the project there has been some definite solidification regarding the dwelling of the Master. This in turn has given both the team and potential players their first possible glimpses into the world of Shadow.






At the same time there has also been much discussion about how Samien (the main character) will be getting around and what it might look like. 



Wednesday, 22 August 2012

Introducing Samien!


Most of the votes have been cast and they have given us a clear answer. The main character will now be known as Samien. But players won't know this until halfway through the game ;).

Here are the concepts for Samien and a great snapshot of his model's work-in-progress.

Early Concept Work

Last week the entire team was assigned the task of producing a piece of concept art based on the outline of the game's design.

Here's a sample of what we came up with!