Tuesday, December 31, 2013

Boss Character

Late update. Here's my development process for the boss character, from thumbnails to modeling sheet and production painting. I'll be modeling and animating this next semester:

Sunday, October 27, 2013

Primer Machina - H.R. Giger Style Sewing Machine

Yes, you read that correctly.

Original Thumbnails


Production Painting
Final Model
Contact Sheet

Friday, October 4, 2013

Lumber Jack Second Prototype

The second prototype for my game Lumber Jack. It's now a 2D platformer.

Saturday, September 7, 2013

Before and After

Here's a model and material I made illustrating a single object in two different states. I used the Mesh Paint mode in UDK to show a bronze sword going from brand new to old and tarnished.

It's tough to view all the functionality in a still image, but I think these are probably some of the best materials I've made yet. Everything actually looks like what it's supposed to look like.

Wednesday, September 4, 2013

"Galaga (but not really)" Presentation

You are a humble citizen of a peaceful coalition of insectile space-beings. Your home is being attacked by an uppity earthling with dreams of conquest. Travel across the stars and recruit an army of bugs to ward off the impending assault.

Concept Statement: The needs of the many outweigh the needs of the few... or the one.

Potential Obstacles: Space junk, hostile insectoids, human attackers, black holes, tachyons.

Prototype Demonstration:

"Lumber Jack" Presentation

You are the rugged and courageous mountain man, Lumber Jack. The forest is under attack by a mysterious army of robots, who are threatening the delicate balance of nature. Take them on with the help of your trusty side-arm, The Log-O-Matic 5000, and defend your beloved home!

Concept Statement: There is no problem that cannot be overcome with sufficient application of high-quality timber.

Potential Obstacles: Scale walls and construct bridges by embedding tree trunks into the walls and ground; defeat enemy robots with a well-placed shot to their center of mass; chop down trees to maintain your ammunition, but be sure to always plant new ones as well, or the forest will suffer.

Prototype Demonstration:

Wednesday, August 28, 2013

New Modular Kit

My use of this blog is going to change a little bit. Since I'm now documenting my in-process work through another system, my posts here will most likely be restricted to finished (or mostly finished) projects. That said, here's the new modular building kit I've spent the last two weeks working on, which was based off of the Sewu Temple in Java:

Building this was a good warm-up to get myself back into the UDK workflow. The kit holds up fairly well, although the textures fall apart under close scrutiny. I don't think this is something I'd want to put in my portfolio, but it was a useful exercise.

Thursday, August 22, 2013

And Here We Go Again

Here are 20 ideas for games/toys I could prototype in UDK... possibly. (Disclaimer: this list includes almost every idea I've had up to now for senior thesis, so I reserve the right to pitch these again later on.)

1. Clouds
Similar to ThatGameCompany's Flower, the idea is that you play as a little cloud, who drifts through the sky collecting water vapor and combining with other clouds to grow bigger. Different cloud types could have different behavior and/or abilities, and varying terrain or weather patterns could serve as obstacles.

2. Light-Sensitive Platforms
Platforms, walls or other constructs which are only visible/physically present when a certain color of light is shown on them; or, conversely, are not visible/physically present when a certain color of light is shown on them. This is similar to the ghost mansion levels in Super Mario Galaxy and probably a ton of other games that I can't think of right now.

3. Fairy Guide
You play a small fairy who must aid her human companion in his quest to save the world. Trouble is, your human companion is a ten-year-old kid with severe ADHD, so you need to keep him on track by helping him focus on enemies and pointing out and explaining important puzzle elements. Stay near enough to the baddies to keep your companion locked on, but don't get too close or you might get hit by some flailing limbs.

4. Lumber Jack
You are the notorious mountain man Lumber Jack! You wield a unique gun which uses entire tree trunks as ammunition. You can use these tree trunks to take out enemies in hilarious ways, or embed them into walls and use them as platforms to reach areas too high to jump. Chop down trees to keep your ammo stocked up.

5. Kite Warrior
You play a feudal Japanese samurai who glide on a large kite. Read the winds to control your movements and dive-bomb your enemies. Avoid obstacles that might cut the tether and leave you flying off to who-knows-where. I'm imagining these gliding controls working similarly to the cape in Super Mario World, or the wing cap in Super Mario 64.

6. That Ball-Tossing Game from TRON
There are a ton of different knock-off versions of the TRON motorcycle game, but to my knowledge no-one's ever made one of the Game of Catch to the Death that was shown earlier in the movie. Toss a ball back and forth and take out your opponent's platforms until he falls to his grisly demise.

7. Zen Runner
A simple platforming game with twist: You control a Zen monk and martial arts master, who is so in tune with nature that he can balance on the tiniest tree branch, a single flower petal, or a leaf floating on the surface of the water. Traverse breathtaking and serene environments as you master the art of balance and coordination.

8. Laser Whip
Okay, so you've got this super advanced futuristic laser whip. But, you can't just whip with it however, it will only extend to connect with these specially made nodes which are scattered throughout the environment. So to take out the bad guys, you've got to fire your whip, and then maneuver yourself to put your enemy between you and the node, so that they get fried in the beam. You can also use this whip to pull levers and swing over pitfalls.

 9. Ground-Pound Hammer
You've got a giant hammer that's so heavy, when you smash the ground with it, it lowers the ground immediately under it by one unit, and raises all the within its area-of-effect by one unit. Manipulate the terrain to reach your goal and upgrade your hammer to produce wider areas of effect.

10. Wedding Crashers
 This is an RTS-style game, where you control the family of the bride at a wedding of which they disapprove. Muster the forces at your disposal to sabotage the wedding without getting caught!

11. Demolition Man
You've got a limited quantity of explodey stuff with which to try and take down a building. Not the most original idea, but it's always fun to make things go boom.

12. Bumper Cars
One Wheel. Bouncy Cars. Crazy Tracks. Fun.

13. Pyrokinesis
Fire-starters traditionally have little to no control over their abilities. You control a person cursed with pyrokinesis, trying to escape from the secret laboratory wherein you are being held. You've got a meter representing your fire powers, which you can activate for a limited time, but once you turn it on, who knows what could happen.

14. Marble Tracks
Everybody loves marble tracks.

15. Goo-Gun
You've got a gun that fires large, persistent balls of goo that stick to whatever they touch. Fire it at your enemies to stick them to the walls, floor or ceiling, or use it to repair bridges, weigh down a lever, or keep that little kid's balloon from flying away.

16. Clock Platformer
I really didn't realize how much I was pulling from Mario until I started writing this down. Okay, so you know that level in Mario 64 that's inside of a clock, and the platforms move faster or slower depending on what time is showing on the clock face when you go into the level. Same thing, except you've got the ability to speed up or slow down the clock parts at will, or even make them stop completely or go in reverse. Also make hourglass sand rise and fall to solve puzzles, or make a sundial jump forward to create shadows for stealth.

17. Evolution
 You start off as a sphere. You can roll. Once you reach a certain checkpoint, you grow a single leg. Now you can jump. Once you grow two legs, you can walk. With four, you can run. With eight, you can climb up walls. Finally, you grow wings and learn to fly.

18. Avalance - But in 3D!
Okay, so there's this flash game called Avalanche. You play this little marshmallow dude, and there are blocks that fall from the sky. There's also lava rising up from the ground, so you have to climb up the ever-growing tower of blocks in order to stay alive. So, that... but in 3D.
...This is pretty much straight up plagiarism and obviously I would never try to sell or otherwise present this idea as my own, but as part of a brainstorm and a potentially cool thing I could build in UDK, well, here it is.

19. Gradius/Galaga, but from the Other Side
You are the leader of a peaceful alien civilization being invaded by a self-centered hotshot in a shiny spaceship. Send waves of attacks at your opponent to defend your homeland. Earn bonus points elegant patterns of attacks.

20. First-Person Flower Picking
Walk around in meadows and woods, seek out rare and beautiful flowers and arrange them in a bouquet. Points awarded for pattern arrangement, color coordination, and rarity of the flowers.


Sunday, April 28, 2013

And Now For Something Completely Different

After Best of Ringling, work on the racing game started winding down, so I had time to work on some personal projects. I set out to model Superman in the Bruce Timm Animated style.

Like this right here

This was mostly just for fun, but also to demonstrate to myself that I could in fact model a human character from scratch. The Bruce Timm style is deliberately simple and reductive, but I tried to add a little bit more detail to the muscle definition, while still keeping the overall proportions. Here is the finished ZBrush sculpt:

I don't really have the computing power at home to keep working on this over the summer, but I do intend to take him into UDK, and see if I can set up the cloth simulation to run on his cape and animate him punching stuff, breaking through chains, and other Superman-y things.

Final Hero Assets

Here are the final versions for my character and car.

Video Turnaround

Walk Cycle

The Car

Racing Game Final Screenshots

Here are some screenshots from the final version of my racing game level:

I was responsible for the design and layout of the level, set-dressing and lighting, and all of the models and textures EXCEPT FOR:
  • the brick-tiled walls and graffiti, and those little round lights on the edges of the brick walls
  • the power lines
  • the round concrete pillars, ceiling girders and parking space decals in the garage
  • the trees
  • the water material
  • the arrows that look like this:

Those assets were borrowed from other students packages for the sake of time. Everything else was done by me.

Racing Game Final Video

Here's my final attract video/trailer for Sophomore Spin-Out 2013!

And here's another video I made for the game. It's a simple montage reel of some of the cars. This plays occasionally behind the level select screen or when the game goes into 'standby'.

A Long Expected Update

Here's something from a while ago that I forgot to post: it's a demo for a breakable crate with a collectible inside it. This didn't end up making it into the racing game, but I still thought it was neat.

Saturday, April 6, 2013

Racing Game Attract Video - Research

Researching arcade attract videos in preparation for making my own. Here's the video from Time Crisis II. Did you know Time Crisis had a plot? Me neither.

Tekken 3:

Dead Heat:

Friday, March 29, 2013

Particle Particulars

For starters, here's the video I used as primary reference for the Fire Hydrant emitter:

Compare to the result...

I tried to capture the look of the tight stream spreading out into a haze at the end. I think it reads well but doesn't really get the look of the reference video. Mostly I think I needed to design my textures better.

But let's not dwell on the past! Here's some reference I'll be using for my next particle(s), electrical sparks:

This video is long and poorly captured, but there's some cool shots of sparks running along the length of the power lines. I like this one for the interesting colors you get in the sparks, and the way it moves along the wire. I wanna make that.

Friday, March 22, 2013

Racing Level In Progress

Here is the intro sequence for my racing level, and some shots of the environment and some of the stuff I made. This is by no means finished, but I think you can get a good sense of where it's going.

Concrete Barricades

The fire hydrant is functional; it'll explode when you hit it.

The street light is built in parts, so you can have just one light or a set of three.

The traffic light is also built in parts. You can arrange them to have more or less lights in a column, and have them be facing whichever way you want.

I'm still working out exactly how to implement the faces-on-buildings thing. With no discernible source for the light, it's just kind of confusing.

Character Sculpt

Here are some shots of the hi-res sculpt of my character. No textures yet.

Fire Hydrant

I've been very bad about updating the blog recently. Here's a video of an exploding fire hydrant I put together. More updates to come soon.

Friday, March 1, 2013

Exploding Barrels

Here are the objects I made for the Exploding Barrel assignment. The first pretty much your typical oil drum. You know which one explodes because it's red... and has a giant hazard diamond on the side.

The second barrel is a fire hydrant. For this one, I hope to have it leave a torrent of water coming out of the ground after it explodes, that will shoot players upwards when they touch it.