Friday, April 4, 2014
Experimental imaging
A short piece im working on for my Experimental Imaging class. Has to do with beauty, identity, inconsequential sexual encounters, blah blah blah
David Lynch
Really small update. Moved some stuff around to get a closer likeness.
Quick charicature of David Lynch. Going to retopo, then put some blend shapes on that face. After the blend shapes I'll go back to sculpting and do a quick bake.
Quick charicature of David Lynch. Going to retopo, then put some blend shapes on that face. After the blend shapes I'll go back to sculpting and do a quick bake.
Monday, September 9, 2013
TOYS
Here are few of my prototyped toys. I made a jetpack, some trampolines, and a gun that spawns AI wherever you're aiming. Eventually, I would imagine these 'toys' being made into a vertical platformer. The goal would be to climb as high as you can using the trampolines and jetpack. If this was made into a mini game, I would have the jetpack cost health or juice so you could only use it for so long before having to recharge. Spawning the bodies was more pure hilarity than anything. The same theory could be used to spawn anything in the Actor Factory. I chose these models to spawn because of the way they bounce all over each other (See video below), which reminded me of Plinko. So, if I couldn't find a way to incorporate the bodies into my vertical platformer, I would just make a Plinko type game with some filthy peasants. Although, I think I could, in fact, incorporate the spawn bodies into my vertical venture. Instead of live AI, I could spawn some dead bodies to climb up, aiding me in my quest to reach the high heavens, or whatever. Enough text. Time for videos.
The jetpack video shows off the jetpack and a little bit of my trampolines. The jetpack was all made in Kismet using a keybind, comparison of some bools, and a couple set physics nodes.
The trampolines are just trigger volumes the get, then set velocity of the player. The set velocity adds a tiny bit to what it recieved allowing you to go higher and higher with more momentum you have.
The body gun uses the trace node in Kismet. If the trace is obstructed if spawns whatever I tell it to at the location the hit was obstructed.
The jetpack video shows off the jetpack and a little bit of my trampolines. The jetpack was all made in Kismet using a keybind, comparison of some bools, and a couple set physics nodes.
The trampolines are just trigger volumes the get, then set velocity of the player. The set velocity adds a tiny bit to what it recieved allowing you to go higher and higher with more momentum you have.
The body gun uses the trace node in Kismet. If the trace is obstructed if spawns whatever I tell it to at the location the hit was obstructed.
Friday, September 6, 2013
Toys
EDIT:
Made a jetpack. I want to make it so when you use the jetpack it drains your life so you can only use it for so long. That should be a quick addition. This picture doesn't really show off the jetpack, but everything's better with pictures. I suppose I need a video...
Makin some toys for game design. Not so much luck at the moment. I tried doing a grappling hook, but then switched my idea to a gun that would teleport you wherever you shot. I almost have that working, I'm just having some trouble with the trace and setting actor location. Today I'm going to make a little jetpack and some sticky shoes that let you walk on any wall. I did, however, make a trampoline thing that's pretty fun, mainly because you go so high. I'll update this post with some finished works.
Made a jetpack. I want to make it so when you use the jetpack it drains your life so you can only use it for so long. That should be a quick addition. This picture doesn't really show off the jetpack, but everything's better with pictures. I suppose I need a video...
Makin some toys for game design. Not so much luck at the moment. I tried doing a grappling hook, but then switched my idea to a gun that would teleport you wherever you shot. I almost have that working, I'm just having some trouble with the trace and setting actor location. Today I'm going to make a little jetpack and some sticky shoes that let you walk on any wall. I did, however, make a trampoline thing that's pretty fun, mainly because you go so high. I'll update this post with some finished works.
Monday, September 2, 2013
Modular Assignment
Here are some quick beauty shots from my modular environment in 3D class. My environment was an old school command station/ nuclear power plant. Almost everything is parametrized, from colors to timing of lights flashing, to scales of textures. I received an extra credit award for most optimized package while retaining the highest visual fidelity. Eventually I'll have some more pretty beauty shots and a fly through. I'm going to touch up my normal maps and the edges of all the computer stations.
Thursday, August 22, 2013
Game Mechanic Ideas
There's a storm in mah brain, and its producing some ideas for game mechanics. Game mechanics that would best be used in an obstacle based/ puzzle environment:
1. Slingshot/Lasso/Leapfrog. This could work between players or just a player and an object. Think of hurling a ball that has a bungee cord attached to it. When the ball lands it sticks and you are pulled to it.
2. Rubberband/Bounce. Iteration of number 1. When the ball lands and you fly to it you get launched in whatever direction you were traveling.
3. A gun that shoots trampolines.
4. High speed grappling hook. You have to stay airborn and detach/reattach the grappling hook while in the air to climb up obstacles.
5. Hold onto something only for so long. This can be something needed to clear and obstacle or finish a puzzle. You would have to manage your time spent with this object wisely.
6. A room that revolves every 30 sec. Different obstacles on each side of the room:
7. You are tethered to an anchor with a limited amount of running room. The anchor moves every X seconds.
8. You can produce a wave. Charge up a 'wave' that moves forward knocking things up into the air.
9. Sticky shoes. Walk up walls, etc.
10. Time bomb. Control where it goes. Can be used to heal allies, destroy walls, hurt enemies.
11. Series of boost pads needed to navigate a course.
12. Essentially a timed level, but something that forces you to advance the course or else it pushes you into undesirable obstacles.
13. Steal/absorb energy. Energy used to activate any aforementioned movement mechanic (grapple, slingshot/ bounce). Energy could be hidden in the course.
14. "Bop It". Something will call out an action, or actions will cycle through a menu randomly and you have to choose one. The actions will help/harm you through the course.
15. Propulsion gun. When you shoot you move in the opposite direction you were aiming.
16. Direct an orb/ball that can build a path. Orb only last for so long or can only be directed so many times.
17. You can bounce 5 consecutive times. Each bounce is less powerful than the last.
18. Summon a pillar that degrades over time. You have to climb the pillar to advance upwards in the course. If you reach the top of the pillar it stops degrading and you can summon another smaller pillar on top, allowing you to climb higher.
19. Levitate over gaps/obstacles for a percentage of health. Use other aforementioned mechanics to find health packs and advance through the course before you die.
20. Timed pillars that come out of the wall and create stairs. Shortly disappear. Emphasis on climbing:
1. Slingshot/Lasso/Leapfrog. This could work between players or just a player and an object. Think of hurling a ball that has a bungee cord attached to it. When the ball lands it sticks and you are pulled to it.
2. Rubberband/Bounce. Iteration of number 1. When the ball lands and you fly to it you get launched in whatever direction you were traveling.
3. A gun that shoots trampolines.
4. High speed grappling hook. You have to stay airborn and detach/reattach the grappling hook while in the air to climb up obstacles.
5. Hold onto something only for so long. This can be something needed to clear and obstacle or finish a puzzle. You would have to manage your time spent with this object wisely.
6. A room that revolves every 30 sec. Different obstacles on each side of the room:
7. You are tethered to an anchor with a limited amount of running room. The anchor moves every X seconds.
8. You can produce a wave. Charge up a 'wave' that moves forward knocking things up into the air.
9. Sticky shoes. Walk up walls, etc.
10. Time bomb. Control where it goes. Can be used to heal allies, destroy walls, hurt enemies.
11. Series of boost pads needed to navigate a course.
12. Essentially a timed level, but something that forces you to advance the course or else it pushes you into undesirable obstacles.
13. Steal/absorb energy. Energy used to activate any aforementioned movement mechanic (grapple, slingshot/ bounce). Energy could be hidden in the course.
14. "Bop It". Something will call out an action, or actions will cycle through a menu randomly and you have to choose one. The actions will help/harm you through the course.
15. Propulsion gun. When you shoot you move in the opposite direction you were aiming.
16. Direct an orb/ball that can build a path. Orb only last for so long or can only be directed so many times.
17. You can bounce 5 consecutive times. Each bounce is less powerful than the last.
18. Summon a pillar that degrades over time. You have to climb the pillar to advance upwards in the course. If you reach the top of the pillar it stops degrading and you can summon another smaller pillar on top, allowing you to climb higher.
19. Levitate over gaps/obstacles for a percentage of health. Use other aforementioned mechanics to find health packs and advance through the course before you die.
20. Timed pillars that come out of the wall and create stairs. Shortly disappear. Emphasis on climbing:
Wednesday, August 21, 2013
Modular Kit
In 3D we are making a modular kit that will be used to create at least two constructs that are significantly different. I chose a retro computer command room. Here are some inspiration pictures and a blockout of some items I intend to make up most of the kit:
Iterations of the wall panel/ buttons/ switches/ screens
Iterations of these workstations and the reel-to-reel machines.
I modeled some proposal models and threw up two quick rooms to check the diversity of the modular kit.
Iterations of the wall panel/ buttons/ switches/ screens
Iterations of these workstations and the reel-to-reel machines.
I modeled some proposal models and threw up two quick rooms to check the diversity of the modular kit.
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