Archive for the ‘Personal’ Category

Manic Moles was created by myself, Phillip Maclennan, Jason Pook & Shane Pengelly for the 2015 Hsad game jam. The objective of the game jam was to create a game for mobile with one mechanic, one character and one environment. We spent the first few hours planning what game we should make and if it was possible in the time we had in the end we went with the idea that would become Manic moles. My role in development was asset creation I was given the task of creating a snake  this was an easy task becasue we decided to go with a flat colour style so texturing was a quick and simple process so I had some fun and created a pipe and fez to make the snake more of a character. Everyone decided to add fun little details like this to their characters so it became part of the games style.

I also created the grass, rocks and signs. The text on the signs was hand painted by Phillip Maclennan scanned in and added to the texture in Photoshop. I then worked with Shane Pengelly to create a sound track for the game using software on the Macs this was only a five second loop however it does the job to make the game feel a bit more polished rather than it just been silence. My last job on the game was creating the start, game over and high score screens for the game. I did this using 3Ds Max and a three point light rig set up.

Overall I am pleased with the game and think that with a little more time we could perfect it and put it on a mobile store. The game jam itself was well paced because we had done the planning right and evaluated out skills to the time we had available we were able to meet our goal and do much extra then we expected.Final_Logo

Screen Shot 1

Screen Shot 2

Game_Over_1

Leader_Board_2

I took part in a poster challenge at the university to create a rocket the only specifications for the design was that it looked friendly and was soaring into the sky. I started by sketching some rough ideas down.Scan 1

I then worked in 3Ds Max and made several different rocket designs some with more variation then others.

Rocket screen 4

Rocket screen 3

In the end I liked the shape of the last design and started to add colour and work up the shape.

Rocket screen 2

Rocket screen 1

When I was happy with the detail and colouring I started experimenting with position and lighting.

Ship Render 4

Ship Render 3

Ship Render 1

Ship Render 2

Ship Render 6

Ship Render 7

Ship Render 5

 

Once I had my final render I took it into Photoshop and worked it up these are three of the different variations I came up with.

Rocket Poster 3

Rocket Poster 2

Rocket Poster 1

I enjoyed this challenge it gave me a chance to create something different from what I usually do and experiment with different rendering and Photoshop techniques.

Persone 5 Trailer Screenshot 1

Persona 5 is my most anticipated game of the year and with the latest trailer showing some game play I thought I would share my thoughts on whats going on.

As soon as it begins the game play footage you can see that it is using the same style the team went with for Catherine and it looks great. It also looks like the protagonists are thief’s this time which is the polar opposite of persona 4 were you played as detectives solving the crime. The mascot character looks like it will be a cat and if it is the teddy character of the group I expect cat burglar puns to be used. Each character has different thief outfits but they all wear masks and in the last scene of the trailer you see the main characters mask set ablaze, engulf him in blue flames, then when the screen goes black you hear the persona summon sound effect from the previous game. This implies that you turn into your persona using your mask which does make sense since personas are facades you put on to deal with different situations and are usually referred to as masks you use to hide behind so including this as the summon mechanic would be taking the metaphor and make it literal. The enemies shown in combat were not shadows but personas, this could mean you have to capture your personas by defeating them. the setting looks like a large city which will make it the largest area setting yet. This has also  influenced the dungeons because they are much more open with platforming and stealth element which is refreshing to see compared to the hallway layout of previous persona titles.

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The menus in this game are amazing and remind me of the title screen animations they used in Catherine. Each menu is eye grabbing and not just because of the animation but the slick colour scheme choosing to keep it simple having just black and white for the character silhouettes and text with a third colour comprising the back ground and borders. The sharp contrast between colours makes the designs pop grabbing your attention, I cant wait to see what other menu’s are in the game and that’s not something i’m usually drawn to.

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The velvet room looks like a jail for the protagonist with the twins that have replaces Margret and Elisabeth watching over your cell. Igor sits on a desk opposite you possibly as a lawyer or your prosecutor.

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Seeing all this has made me even more excited for this title however the worrying part about the trailer was the lack of a date at the end. It would have been nice to see a vague 2015 once again to reassure everyone that it is still coming out this year.

I signed up to take part in the game jam that ran on 29th & 30th October 2014. This was a great experience as we split into groups and had to quickly generate ideas and carry them out in a one day time limit. The game idea we came up with was a maze game were you had to collect orbs to keep moving and if you failed to collect orbs in time you slowed down and eventually stopped moving, this would be a score based game with your score depending on how long you survived. I took the job of making some of the textures and assets for our game and rigging some of the enemies.

Toxic Barrel Render 1

Ant Render 1

Ant Render 2

Spider Render 1

Spider Render 2

I learn’t a lot about cat rigs from this and also was the first time I used bitmap2material3 which can generate all of the maps you want from just your diffuse and make them tillable. This saved a lot of time and is a piece of software I will be using a lot more in the future. Creating the paths for the enemies to walk down was extremely difficult because the routs were off by default and it was an extremely easy fix when you know what your doing (press P to toggle path on and off) however it was not made clear and took a lot of searching in forums to fined.

Paths off:

Game jam screen shot 5

 

Paths on:

Game jam screen shot 4

Game screens:

Game jam screen shot 1

Game jam screen shot 3

Game jam screen shot 2

Overall I am pleased with the final product we over came a lot of obstacles as a team (enemy pathing) and managed to implement many more mechanics than we originally aimed for.

I was asked to help out at the 2014 UCAS event in Manchester on the 25th November, I was their to man the Oculus rift and explain a bit about the project to anyone who showed interest. manning the Oculus was the same basic jobs, making sure the lenses were clean and making sure it was all fastened properly and comfortably on their head. I also helped out filling bags with prospectuses to be taken away by people who were interested in the courses as well as guiding people to the tutor most suited to talk about the course they had interest in. This was a really good experience because I am quite nevus at public events and tend to rely on other people to do the talking. This forced me to take charge and sound confident in what I was saying and after the first couple of groups it no longer bothered me. I felt much more confident in talking and asking people to come over instead of waiting for them to come to me. This was a great experience for my social skills and confidence and I think in the future I will try and take a much more prominent role at talking with the public. Along side this it was also a good test of my time keeping skills as I had to make my own way there from Hull and if I missed my train I would not have made it to the event.

An interesting point in the day was when an attendant manning another booth who was also showing the Oculus came over to see what we was running because they were using the demo disk. This allowed me to talk about the interest we have had from museums and other applications we had discussed outside of gaming that a 3D navigable space could be useful for.

To help develop my modeling, unwrapping and texturing skills I have decided model weapons and items from shows I enjoy and also hope they will make nice portfolio pieces to go along side my projects. The first weapon I decided to make is the Elucidator from Sword Art Online, the initial reference image I used was from a cosplay prop blueprint:

Elucdator V1 Render 1

I was fairly pleased with the result however the hand guard felt wrong to me so I decided to make it thinner and change the texture of the side to give it a more noticeable outline.

Elucdator V2 Render 1

Something still felt wrong so I decided to watch the show and look at it more closely and I was wright the props blueprint had simplified the pommel on the handle and hand guard taking away a lot of its shape as well as removing a point from the bottom of the blade. so I made the changes to the blade, a new handle and a new hand guard this took several attempts before I was happy with the shape.

Hand guards

New Handel

Elucdator V3 Render 3

This felt much more accurate; with the sword finished to a standard I was happy with I modeled the scabbard.

Elucdator V3 Render 1Elucdator V3 Render 2

Elucdator V3 Render 4

Elucdator V3 Render 5

Elucdator V3 Render 6

Over the summer I decided to try and make a 3D model of Trafalgar law’s ship. These are the reference images I used:

law ship 1

law ship 2

law ship 3

law ship 4

law ship 5

I started by making the front of the ship as it is the central piece were everything will connect. I then attempted to make the back section by polly capping the top of a rectangle to the base of a cylinder, it didn’t go very well.

Laws ship screen 1

I then decided to scrap the end section and start it again and slanted the front to match the image.

Laws ship screen 2

I then created the back section out of separate shapes this worked much better.

Laws ship screen 3

I then focused on the tail fin I wasn’t sure on how to make a nice curve so I made it more triangular.

Laws ship screen 5

I then added the side fins.

Laws ship screen 6

Next I added the top cabin and made it out of several shapes like the back of the ship.

Laws ship screen 7

I then added the masts.

kid test screen 9

I then started work on the base of the ship.

kid test screen 10

Laws ship screen 11

I then added the sales, flag and lanterns.

Laws ship screen 12

I was quite happy with the shape except for the back fin so I decided to play around with the swift loop tool and adding sections, then raising them gradually till I had a smoother shape, the result was much better.

Laws ship screen 13

I then grouped the object and started the UV unwrap.

Law ship1

Laws ship screen 14

Trafalger Law ship map

I am currently still in the processes of texturing but here is what I have got so far.

Trafalger Law ship map example

Laws ship screen 15