Monday, September 30, 2013
Wk05 Title Screen/Logo Final Phase
Wednesday, September 25, 2013
Wk05 Logo/Title Screen Concept Phase
My concept phase is portraying Delphine in her confines with Deus' hiding place as her background. Delphine will be gently pulsing and the lights around her would be hovering around her. THe images on Delphine's body will be shifting constantly until the player hovers over her body where the images will change to ones of chaos and destruction. To get to the character selection screen, the player would have to click on Delphine's body which will trigger some of the lights flying (swoosh) off screen and the screen darkening with the rest of the lights dying out. I wanted to find out how the water would move since I want to put more life into the background.
REFERENCE:
Monday, September 23, 2013
Wk04 Mood Board Final
I noticed that my colours on the mood board were a bit dull than the Borderlands feel that I wanted to created. So I changed the details of the images to a more simpler and rough style and made the colour saturation higher. This achieved my goal on what I wanted for my Game Concept.
Wednesday, September 18, 2013
Wk04 Mood Board Concept Phase
I also want to create a cool yet eerie atmosphere, where the light comes from either the sun or the glow from the LED lights of technology. The landscape will be divided like the territories are with the colour scheme similar to the territories climate (Spring, Summer, Fall, Winter).
Monday, September 16, 2013
Thursday, September 12, 2013
Wk03 Game Concept Design Phase
Game Concept (MMORPG)
Story:
Deus created earth through the vessel of Delphine, painting
everything in Creation and the future on her body. However, Delphine has gone
missing…and with her, so does Deus’ memory. In fear and panic, he has hidden
himself, somewhere within the Earth, never to be found again. Since then the
world has gradually gone rotten and the Earth falls into chaos, as the people
lose hope. Ill will and feelings take form into horrible monsters, hurting the
people around them. In the midst of destruction, heroes rise from the ashes,
charged with the purpose of restoring the world’s equilibrium, finding Delphine
and Deus, and defeating the threat that started it all, the Two-Faced
Genocider.
Setting:·
- Year: Delphine kidnapping/Deus losing memory around 2000 years after creation (now)
- In the middle of an apocalyptic world, similar to the world of Kingdom Hearts, Borderlands and Soul Eater (Anime). There will be places that have a fantasy-style like Soul Eater and Kingdom Hearts combined while others will be like Borderlands. Dungeons will be the site where most of the missions will take place, similar to Dragon Nest.
Characters: The characters' level up marks will feature new designs to armor, weapons, and upgrades to sub-class types. Example: Archer -> Long Range / Short Range
Classes:
Warrior-> Swordsman, Lancer, Mercenary
Archer-> Assassin, Sniper
Clerics-> Paladin, Evangelist, Healer
Hunter-> Tamers, Gun-Specialists
Power Source: Characters are assigned with an amount of "Guardian Angels" from which they draw their attack damage, critical damage, mana/mana regeneration, speed, magic, ability power from. Certain characters will experience a "Fallen into Depravity" state due to their fixed class backgrounds. (Reference: Dragon Nest, Magi, League of Legends)
Monday, September 9, 2013
Wk02 Rock Paper Scissors Final Project
The final design of the instruction page of Rock Paper Scissor War (RPS War) is based off the fourth template since that was the simplest format to go to and it would be easier for a child to read. I tried to stay with the kid theme of this project, especially with the art and how basic the detail is. I also tried to incorporate some children items in the format, hence why it looks like the image is a lollipop. I really like this result because it makes the game seem serious yet fun and interesting.
Wednesday, September 4, 2013
Wk02 Rock, Paper, Scissors Concept Phase
When making the templates, I think about the amount negative space around the information and images, and how the the eyes will read the information. The composition also wouldn't be as cluttered and the images wouldn't be in the way of the text. The images that I plan to use on this page, would depict some kind of scene that serves as an introduction or hint to what the game is about.
I've decided to use these pictures as a reference because I'm going to make my images of the cartoon nature.
Sunday, September 1, 2013
Good vs Bad GAME ART (Extra)
BAD
Angry Gran Run
Conker's Bad Fur Day
Shaiya
These game titles in my opinion have bad game art for different reasons.Angry Gran Run: The art is really primitive and yet the animation is not bad. It's a fun game but the detail in the art could be a bit better. But maybe that's just the charm of the game, as it's gaining popularity.
Conker's Bad Fur Day: I haven't played this game but I have watched other gamer on Youtube do gameplays of this especially PewdiePie. It seems like a fun game and is really crude. But the art gets on my nerves with how primitive it is. The lighting and the shading is really crude as you can see with the contrast between Conker and the background.
Shaiya: Shaiya is an MMORPG with detailed character designs but low and simplified backgrounds which badly affects the visual balance of the game.
GOOD
League of Legends (LOL)
Dragon Nest
These games have good game art for different reasons:
League of Legends: This game is highly detailed even though the camera is from above and can only move around along the playfield and zoom in and out. With the "Fog of war" feature, the use of light and shading is well done and the perspective of the layouts, characters an items on screen is consistent. The only bad thing about is the strain on the computer's processor as you may have to lwoer the graphic quality to have a good FPS (frame per second) rate to avoid lags.
Dragon Nest: This game is a good example of a visually balance game, though not as detailed as LOL is. The details of the characters and the background compliment each other well, where one is not competing for the atention of the player. The camera of the game is adjustable for the player with the light/shading and perspective of the layout and characters adjusting smoothly.
Subscribe to:
Comments (Atom)























