Wednesday 10 December 2014

Portfolio Piece - Bioshock project

The start
I have recently been playing Bioshock, I never actually played the game before however I've played Bioshock infinite. So I decided to go back to the first game and play them through again from the start. I got to this point in the game and thought it was pretty cool, its around the third level in the game where you have to create a device that brings living plants back from the dead. I haven't spent much time with organic props (Plants + Trees) also would be good practice to create this kind of environment. It was also at this point I realized how amazing the environment work really is in Bioshock. Using Several images I found on google I managed to form a series of reference images from which I map out the environment with. It is very tricky to figure out environment from just images so I also found a youtube video to help aid with scale and position of all the objects.

Scale - I had to create a scale guide so I used a stylized zombie I made a few months back. 







Blocking out parts
After blocking out where everything goes I decided to start to concentrate on several areas. The first area I chose was the main focus of the room which is up on the higher platform where the player interacts with the machine.

The machine has a lot of things sticking out so this took a while to put together some of the parts are pretty basic as the extra details can be added with Normal maps. However there are parts which are fairly high poly as I what it to have plenty of details. The platform is pretty much complete it just needs extra details added to it then on to the rest of the room.




Update 17/01/2015

Adding details
So during the holidays I've been fairly busy finishing off other projects and spending time with family I haven't had much time to do any of this. I have however spent a few hours here and there adding in some details through using Z-Brush, I then have been using X-normal to render out the Normal and AO maps. Most of my time I have spent tweaking the maps so that they do show anything that shouldn't be there.

For the machine I added in some quick textures to make it more part of the scene and so that it doesn't look completely bare. I've basically isolating an area of the room that I can then compare the rest of the room to when it comes to quality. The next step is to add textures and finish blocking out the rest of the room.




 


Wednesday 26 November 2014

Hello again blogger!

I haven't blogged in a very long time, here is what I have been up to the past few weeks...
So I am doing some work for a games company called Glow Games Studios and we are creating a game called Dungeons and Robots. My role in this project is lead animator so I have been very busy with animation recently. The first two videos show animations I made for a Shadow Creature which is quick and agile, it likes to teleport around the dungeon and sneak up on its foes. The second two show a Fire Golem being brought to life, the big brute absorbs lava from the ground and fires it onto the player. This is a special attack and does plenty of damage however it is a slow attack and easy to avoid. This animation specifically took a bit longer than most of the other animations as I had to tweak tiny details over a long period of time.

More about Dungeons and Robots: http://www.indiedb.com/games/dungeons-and-robots
Follow for more updates: https://twitter.com/











Wednesday 12 March 2014

Mini Portfolio 12.03.2014


This is a sketch of a current creature I have produced in the beginning process, which is meant to resemble an Alien/Chicken creature. The main features at this current stage was the posture, and the over-exposed chest-cage. The gas mask is there to represent the creature not being able to breath in our atmosphere, and also its a little creepy.


This is a more finalised design of the creature, that shows most of its functionality within the multiple joints of the leg.


This is a finalised design flow of the creature in 3D, starting with the low poly mesh then onto the high poly sculpt in Z-Brush. It then follows onto a re-meshed low poly version with the high poly one baked into it.


This is some environment concept I produced last year for a previous game project that was a 3D side-scroller.


Another environment design I have produced for our current game.


One of my recent sculpts, a creature inspired by having over sized arms and using them instead of its legs to walk upon.