Wednesday, 21 March 2012

Rogue Helmet Concepts

These helmet concepts have evolved from some line sketches I did when I was creating different designs for my Rogue futuristic armour set that are posted on this blog from mid 2010, just thought I'd experiment with a different brush that I customised as it gave a nice effect when painting semi metallic surfaces.


Thursday, 13 October 2011

Apocalypto Speed Paint

Trying to make use of any time I've got with my computer while enjoying the madness of moving house, this was an hour speed paint form a screen capture of Apocalypto. Just trying to loosen up my painting style and get quicker at putting down strokes.

Wednesday, 7 September 2011

Nightclub level design for Renegade of Humanity

Thought I'd post some of the level design work I created for my degree GDD, this was a used to give an example of the gameplay that would occur in the nightclub I modelled shown in one of my earlier posts.

This outline was adapted from the layout of a London nightclub, allowing me to use give an authentic feel to the environment.
I then block mapped out the club in Maya so I could use it to visualise the gameplay that I designed for the nightclub environment, using props within the environment to give an example of the gameplay each area would offer.

I then presented the gameplay in a storyboard layout andstyle, giving examples of actions the player could take as he progressed through the area towards the boss on the upper level of the nightclub.
Using the base character model I visualised the gamplay in more detail, depicting the different gameplay experiences the player could choose depending on if a stealthy or more aggressive action suited their playing style.

Thursday, 21 July 2011

Low Poly Base model for ongoing project in Unity

Over the last two weeks I have been modelling a low poly mesh to test in the Unity engine for an ongoing project we are working on at the moment. I aimed to keep the model under 1500 tris as it gave me enough to play around with the body defination without taking into a high poly state.  I have weighted it to the 'Locomotion' skeleton(Demo Video) as this allows us to use an ideal method of animation for the concept we are working on.


Thursday, 7 July 2011

Otherworld Environment Frames

These are the first set of cave based environments I painted for our XBLA project 'Otherworld'.  Each environment was created in 3 layers(background,middleground and foreground) to allow us to create a depth effect when the main character moved around each frame.


Otherworld Main Character Concepts

This are the preliminary concepts and sketches I did for our Otherworld project's main character.  We wanted the character to suit the look of a scientist who has crash landed on an alien planet and must survive its inhabitants, set in a futuristic setting.  The scientist has a wrist mounted interface that he uses to scan the environment and keep track of his progress through the world map and the creatures he encounters.  The concept revolved around the player having to use the environment to their advantage to escape and hostile creatures rather than equiping them with an assortment of weapons.

Sunday, 19 June 2011

Deviant Art Rift 'Create a Colossus Contest' Entry

Been working on and off for the past week on this entry(Deviant Art Link), scanned in an pencil drawing then worked over it in Photoshop, was different playing around with the purlpe hues to suit the Death plane of Rift.