Wednesday, December 3, 2014

Traditional Art: Boss Final

Finally, we took our design, and had to pose it out, and rendered it. It was very fun, and it allowed me to make some decisions on the design that would bring it to it's final stages. This is the final result:




As part of the assignment, we also had to make a sort of background for the character. All in all, it was all good fun.

Traditinoal Art: Boss Pt.3 (or, The dreaded Varuna)

So, while drawing, my teacher brought something to my attention that rather hurt my process. He saw the silhouette to my character's head, and found a character from the Shin Megami Tensei Persona series that had a head that looked particularly similar.

this asshole. 

So, Understanding that I can't just go ahead an continue using my head design, I went back to the drawing board and re-did the head from scratch, creating several different ornate heads that my teacher could look over and approve of. 


After a little while, taking the heads and re-drawing them, Jason (my teacher) came around one last time to give me the go ahead with the the last one as my best one. After that, it was on to the render. (Just to be clear, I posted my exploration page before, which showed the revised design- but I still felt this was a good post to make, to serve as a good guide for dealing with the problem of similar designs.) 

Traditional Art Final: Boss pt.2

So as we continued on we took our chosen one, and gave them an actual design, should their design not be as refined in the rough process.

 First, we gathered the reference that we wanted, to make sure we understood excatly what we were making, art wise. This meant giving thought to shape language, color, materials and everything that might be have to be thought of when making a character that's going to be rendered in 3D.


Then, it was back to drawing. Getting the colors, getting the line-work, getting just all the different thing to come together and create and actual cohesive design. This following page became a sort of digital sketchbook, that I used to help bring the character to a finalized design. 



Traditional Art Final: Boss

For our Drawing for Game Art class, Our last assignment was to create a boss character for our upcoming 3D assignment in the next semester. It followed the similar structure of the design labs, where we had to create several thumbnails and doodles, but this time they could be more representative- they could look more like actual things rather than just be abstract shapes that we had to interpret. Here are my 20 thumbnails that I made:


I drew these all out, doing my best to give them all unique and clear silhouettes and styles. 


After we got all of them, we went around, putting ourselves in groups. Before the groups, we got our drawings and chose the five best we thought we liked. Then we took our groups and critiqued the five  we liked, choosing the strongest one. From there, it was moving on the refinement and getting it ready for the final critique. 

Traditional Art: Workshop Final

Finally, my workshop took the shape that I wanted it to, and it was time to move onto the final illustration. we had a choice between doing a render of a room from a cinematic view, or a render of a room from an isometric view. Since I already had trouble conveying exactly what I wanted through the actual top-down map, I thought It would be best for me to just go ahead and make it and isometric illustration to give it the widest  amount of interpretation possible.

Here's the final result:

While I don't think the final result was as successful as I wanted it to be, I think I at least accomplished enough that it was a good learning experience. Hopefully I'll do much better in the times to come. 

Traditional Art: Workshop Pt.2

For our next part of the assignment, we had to refine the model sheets that we created, as well as fix any mistakes or other things that did not make any sense within our environment. My own environment was rather prone to mistakes, as I had several different elements that all had to be balanced out and be represented equally. This became a challenge in practice as I had to use all my own artistic skills to convey everything within one isometric map. In the meantime, here's the top down, revised and remade specifically for the class.


I added several details, as well as gave the models that are going to be a part of the scene more texture and design elements that gave them all a handmade feel. To convey the character's wealth hoarding habits, I left several pieces of gold all around the room, as well as a bunch of bags filled with gold. I also made his pillows money bags to give it more of a comical flair. The enviroment itself changed significantly. At first I wanted it to to be a sort of walking structure a la "Howl's Moving Castle", but it became apparent that I couldn't really convey this much without having to do the outside of the area, which was not part of the assignment. Instead, I opted for a less magical or mystical idea, and made the thing a sort of trailer park version of a hot air balloon, which would fly around from place to place, landing safely where the man wanted to go to collect more of the gold he wished to acquire. I also did a few lighting roughs, to see where I wanted to go lighting wise. 



Traditional Art: Workshop

For our Drawing for Game Art class, we had to create a small space in which we could have a character do work- a workshop, if you will. To begin this, we began a design doc, which had all our own idea in it, as to what the person does, what he's doing, when he's doing it, and when he's resting- all the different things that someone would consider when thinking about a space in which a character interacts. I won't post the design document myself, but I will post some of the artwork that I did for this assignment, including the final.


For my workshop, I tried to convey a sort of traveling-treasure hunter. So I went and created several quick thumbnails to show which spaces I wanted to show, as well as the type of area I wanted to make. I went into the nitty gritty with my top-down map. 


For the second part of the assignment, we made a top-down map of the room we wished to create. My room itself was extremely small (comparatively to my other classmates) room that was very vertical. It is going to have several different things either hanging on the ceiling or being protruding out of the wall, like the bed which is supposed to be a loft bed over the door. I'll post my revised sketches and things in the next post. 

Monday, December 1, 2014

Game Design: Boss Assignment

Completely seperate from our boss character assignment that we've been doing for our Drawing for Game Art class, in our Game Design class, we've been creating Boss battles! Well, to be more percisice, one boss battle, that we're alluding to with 6 different levels before hand. Things kind of got crazy when we decided that the majority of the class (read: 6 out of the 8 people) decided to all be in one group for this assignment, myself included. This way, we could go ahead and create the most over-the-top thing that we could in the small possible time that we had, with as little effort as possible seeing as we had a lot of people to divide up the work with. Here are the screenshots of my level!




My mechanic was teleportation, which you used to jump all the different platforms there to get to the portal. Thank you to Justine(BLOG), Walker(BLOG), Sterling(BLOG), Lois(BLOG), and Allie! (BLOG) for being great teammates!!

You should check all their stuff out.