Wednesday 27 October 2010

Renegade Of Humanity Game Location Model

I chosse to produce a in game representation of the outside of one of the main Nightclubs that would be found in-game, this was to give the idea of the visual style I wanted from the assets and locations.  I also planned to include a van I modeled (for a gamplay example) but felt the renders looked better without it, giving a more accurate idea of what the environments would look like.




Wednesday 20 October 2010

Renegade Of Humanity Game Concept Overview

The next few posts will be an insight into some of the work I produced for my Game Design Document, over the 100+ pages I covered everything to do with the concept including NPC's, Characters, Locations, Gameplay Mechanics and USP's.


I began with some concepts for the Main Character and back story to the concept, his appearance is supposed to suggest he is like every other normal person, that is until he's life is changed after he goes looking for a friend who has been declared missing.  Upon exploring her last known whereabouts he is knocked out and captured, waking up infected with an ancient parasite.  This should allow him to be taken over and used by the parasite within him, as an instrument for their plans.  But something goes wrong and Joey is able to withstand the parasitic influence and control the powers the parasite holds, allowing him access to their powers and inherited skills. 

The goal of the games story is that he must now find the source of the parasite infection and discover a way to remove and kill the parasite within him without killing him in the process.  
He discovers these parasites have been living unknown amongst London’s Population for decades slowly consuming the human population and turning them into parasite hosts.  The source of the parasite is somewhere around London and he must retrieve six pieces of an ancient parasite scripture in order to locate the main source.  The whereabouts of their leader, also known as ‘The Ancient one’ is a secret kept amongst the nine Eldar's of the parasite colony, each of these is entrusted with an excerpt of the scripture.  The only way to get hold of this is to eliminate the Eldar guarding it and retrieve it from its headquarters.

Sunday 5 September 2010

Arena Suit Final Composition


This is the final composition for my arena warriors, its is aimed to depict them as suits on display for a arena suit company newest range.

Saturday 28 August 2010

Future Soldier Suit Concepts

My next project was creating a set of futuristic armour suits for the three character classes, I wanted these to have a clean, almost plain corporation type look to them.  The fighters wouldn't use conventional futuristic guns either,  I preferred concepting for melee based combat situations.


Brawler Suit concepts
The brawler's suit was designed to take a lot of punishment, also his main weapon would be a power fist weapon on his right hand, with the left acting like a shield.
Rogue suit concepts
This character suits is designed to be more streamlined, to help translate the nimble and quick style of the fighter, I considered his weapons to be plasma blades mounted each wrist gauntlet.
Commander suit concepts
(I wanted the commander unit to have a helmet that gave them almost 360degrees view of the battlefield, so toyed around with different visors and cameras integrated into the helmet.)

Thursday 26 August 2010

Mayan Warriors Final Composition

Heres is the final composition of my Mayan Warriors piece, I tried to depict them on top of the stairs of a temple taking formation to protect the leader of the tribe.

Monday 23 August 2010

Mayan Tribe Final

Now that I had finalised the concepts for each of character I went about creating how they would look like in the final composition, decided on an layout involving the characters standing on a set of temple stairs.

Wednesday 21 July 2010

Mayan Tribesman Low Poly Model

I also made a stylised low poly model of one of the Tribesmen (which ended up with a polycount of 1770 tris) , I then applied a basic rig the model.

Mayan Tribe Colour Test

This are some images showing how I experimented with the plain colour/cell shaded look I wanted from the Mayan tribe.

Tuesday 20 July 2010

Mayan Tribes People done in a simple but edgy style!

This was the second of my honours themes, which is based around Mayan tribes people, with this tried trying a very different style to what I normally draw, leaning towards a more cartoony and angular look rather than realistic.

These were the concepts for the different character types of the tribes people, playing around with tatoos and different body and face shapes. Alot of time was spent experimenting with how to make the faces look tribal but at the same time make them fit with the class they are meant to represent.


For the Tribesman/Hunter style class, I feel the edgy square style used for the body really works to emphasise the style I'm going for and give them a toned physique.

The Warrior/Tank body shape really carrys the kind of character that I wanted to produce, a strong, battle hardened warrior who looks and its dressed tough.

I drew the Eldar in a slim but robust body shape to emphasise his prowess and the wisdom that he carries with him.



I attempted to create a sneaky/assassin class in the guise of a female tribes woman, I used smoother edges on this character dude to the female form and the way that she is supposed to look seductive.

Monday 19 July 2010

Final werewolf composition

Here is the final image I presented for one third of my Honours project, the setting is supposed to communicate a smuggling deal gone wrong. The thugs white van is pulled up on a curb of a London street, with the leader shouting down the phone at a lacky of the pack, with the tank and sneak members standing guard as the problem gets ironed out.

Werewolf Character Type progression!

I developed the style of the werewolf trying to take it to a more comic/edgy look, I experimented with the three distinct character types I wanted to take forward which were a normal grunt, a tank/bouncer and more stealthy member of the pack.

'Grunt' concept sheet
'Tank' Concept sheet
'Sneak' Concept sheet

Werewolf to British thug intial concept progression!

I decided to take the idea of a pack of werewolves forward, with my goal of painting the pack adapting to thier surroundings utilising thier individula strengths. This idea changed as the project went along with me wanting to push myself creativily so I took these werewolves and adapted them to be British thugs.

First intial concepts of more human looking werewolf heads, I didnt want to go down the traditional hairy feral stereotype, heres what I came up . . .
A more detailed experiment with how the body types might change
A sheet full of quick 5 minute oufit sketchs, just trying to get down a very British thug/gangster feel here, looked at films such as 'Lock Stock and Two Smoking Barrels' etc'Chav' quick concepts messing around with various body forms.

Fresh Start!

So here to start the ball rolling on my blog, I've decided to post the projects that I put forward set for the 'Honours' part of my degree.

For the 'Honours' part of my course I have decided to set myself the task of creating around 3-4 distinct character types that can be applied to hopefully any kind of game setting. The hope was to then to paint these character types adapted to three different settings, and have them painted into a composition that suits thier setting.

The ultimate goal was for me to display a wide range of styles to my artwork in the end to prove that I'm not all about just drawing 'orcs'n elves' or macho 'Gears of War' marines.