Monday, November 30, 2015

Friday, November 27, 2015

Thursday, November 26, 2015

Wednesday, November 25, 2015

Interior Thumbnails

For DFA, we designed a room that will later be created in 3D. Mine is the room of a Victorian world explorer who was recently killed. 

Monday, November 23, 2015

Prop Progress

For DFA, I went with a Mayan/Day of the Dead inspired design based on "The Book of Life".

Sunday, November 22, 2015

Saturday, November 21, 2015

Friday, November 20, 2015

Puzzle Analysis

For my puzzle analysis, I chose Portal 2's Test Chamber 3.
The main mechanics of Portal 2 is running, jumping, shooting, and picking up objects.

When you first start the level you see this
The player immediately knows where to go because of the shining icon on the door.

When you go up the stairs you see another door, a large button, a portal, a cube dispenser, and a path showing you where to go.


When you walk over to the dispenser, a cube falls out. You then shoot a blue portal under it to launch it out of the orange portal. Then you pick up the cube and place it on the button. 

Placing the cube on the button changes the cube highlight and the pathway to yellow. It also opens the door and shows a little checkmark next to it. 


This puzzle makes the player feel smart by showing them where they need to go, but not telling them exactly what they need to do. 

This level is a very simple ordinary use of an object puzzle. 

Thursday, November 19, 2015

Wednesday, November 18, 2015

Tuesday, November 17, 2015

DFA Characters

One of the earlier assignments from DFA, I had to make 7 different characters from abstract silhouettes, various textures,  and random word combinations.

Sunday, November 15, 2015

Biome

The first project from my 3d class, I based it on a redwood forest.

Tuesday, September 15, 2015

Prop Ideas

Objects

  • Sci Fi Staff
    • Would be broken up into separate parts
    • Could extend as the Anim In 
    • Area at the top would spin/rotate as the Loop
    • Retracts for the Anim Out
    • Would be used to kill enemies
  • Umbrella Bazooka/Gun
    • Umbrella would open up
    • Bazooka area would recoil, then fire
  • Whisk/Mixer Arm Cannon (?)
    • Two whisks at the end of an arm cannon
    • Whisks would rotate
    • Recoil to fire batter :/
    • Ideally would connect to a larger power/baking suit
      • Most likely powered by batteries
  • Shielding Halo
    • Spinning halo that shields the character when in danger
  • Engine/Flying Boots
    • Homemade flying boots that have engines taped to the back of them
    • Tube from engine would extend out for the Anim In
    • Push character upwards/hovers for the Loop
    • Tube would retract for the Anim Out
  • Rocket Propelled Helmet
    • Helmet with small rockets attached to both sides
  • Torpedo Backpack
    • Aquatic Backpac that fires a torpedo
  • Cheap Fan "Jet"pack
    • Homemade flying contraption
    • Fan taped to a backpack
  • Cheap Propeller Helmet (?)
    • Working propeller hat
  • Artillery Backpack
    • Portable mini anti air artillery 
    • Can be carried around on back
  • Laser Firing Headphones
    • Heavily stylized headphones that fire lasers (?)

Sketches


Ref



Monday, April 27, 2015

Tuesday, April 21, 2015

Scramble!

Our next assignment for programming is to recreate an old arcade game in UE4.


Game Features List
Player Locomotion
Game Camera
Ship Lives/Respawn
Wall Collision
Edge Kill Zones
Enemy Behavior 
        Different enemy types
          1. Rocket, shoots straight up, will be a BP with a trigger, some may be false
          2. Flies up and down in wobbly line, small and fast, BP, may not need trigger
Fuel Stations
HUD
          Fuel countdown
               Fuel increases when the fuel station is hit
          Score
               Increases with enemy hit, different enemies have different score points
          Progress Bar
               Shows how far the player has gotten
 
Asset List
Ship
 Mesh, Material,Textures
Enemies
 Meshes, Materials, Textures
Explosions 
  Explosion Sound, Animation or Particle Effect
Weapons
  Bullets and Missiles
    Bullet Mesh, Missile Mesh
    Bullet Texture, Missile Texture
    Bullet Sound, Missile Sound
Landscape
    Material that changes colour periodically
Background
     Animated stars


Monday, April 13, 2015

Attract Trailer Research

This attract trailer from Mario Kart 8 is great because it shows off the stunts and vistas in addition to the cars and characters. The panning shots of the environment set the scale of the map and allow players to focus on areas that they probably wouldn't notice while playing. There are a lot of tracking shots on the players as they go through stunts which makes them seem very exciting.

Friday, April 10, 2015

HUD Mockup

Our next assignment in Programming is to create a HUD for our racing levels.



 Mario Kart: Double Dash
 Forza Horizon 2


I researched a few HUDs from different racing games and they all have very simple designs. I wanted to recreate that in my level so the speedometer and tachometer wouldn't take up to much screen space.
Chevy Camaro

Cadillac CUE
I also researched HUDs from other cars. 
 
Mock Up

 The larger circle is the speedometer and the smaller one is the tachometer.

Tuesday, April 7, 2015

Friday, April 3, 2015

Particle Research

The current assignment for my programming class is to make a particle system that will be used in our racing games. I'm making a confetti explosion that will hopefully look like this



So far, I've been trying out different tutorials to get used to making particles in UE4.


Ambient dust particle and material.



Smoke particle and material.



















Tuesday, March 31, 2015

Tuesday, March 17, 2015

Barrel And Turret Video

A short video showing how my barrels and turret work.


Blueprints
 Barrel


Turret

Saturday, March 14, 2015

Character


My character for my 3D class, he's a 70's "used car salesman" that loves ripping people off and Soul Train.