Thursday, December 5, 2013

WK 14 Concept Phase

For the last project I will be redoing my title screen. I want to re-do it for the final project because I was going to do it last week but ended up deciding otherwise.

I really want to add some aesthetics to my screen. While brown, black and yellow seem to b the unifying colors of my video palette, they are ultimately boring and repetitive. I want to add in some layers of color.

Even games like Red Dead Redemption had random bursts of variety.


Tuesday, December 3, 2013

WK14 Upgrade Project 2

This time I decided to actually redesign my logo. I was planning on initially doing a re-work of the title screen but I got an idea for the logo and wanted to go with that instead.'

I wanted it to show the player/main character falling into a type of "portal." This is the dual representation of how the player becomes engrossed in the game, as well as how the main character used dimensions to create things and move around.

Also the "portal" is the pupil of an eyeball. You are falling into a dimension of your own being. You are seeing and experiencing at the same time. Here it is:


Thursday, November 21, 2013

Wk13 Concept Phase

For my next transformation I will be taking my title screen and revamping it to make it better,

I, of course, loved my original design but now that I have more time I want to make it 1000X better.

I was looking heavily into Red Dead because the game plot and content were so similar.



My original title screen was actually very similar to this because it had the landscape with the title above it and nothing else.

I want to go this route with my design but add more animation and make it more professional looking.

Tuesday, November 19, 2013

WK13 Upgrade

And this time I again tweaked the poster/game-box.

As I said last week here was my original design:



Here was my upgrade from working on it early during the research phase:


And here is my final design:



Thursday, November 14, 2013

WK12 Upgrade Research Phase

I decided to take my old game poster design and upgrade it. I started looking at other game posters like Red Dead Redemption which had a very similar plot and game design to mine:


I began tweaking the original design which is this:

  

and tweaked it into this:

 
I thought it came off pretty well and gave it a much more gunsliger-ish vibe.


Tuesday, November 12, 2013

Wk11 Maze Texture Final Phase

I finished up my maze and actually decided to change a lot because why not.

Took a little bit of a more heaven-like/space/psychedelic theme that I found actually worked out pretty well. Gave it a cool feel. I used a bunch of different tools like the galaxy shader to give the maze a lot of 3D images.

Hallway:


Overhead view of the space walkway:


I decided to change the rooms to have an element/theme. Here is a grass/forest/peace room:



I made it so that not being able to go a certain way in the maze was blocked by elements, not just doorways.

Such as my desert/fire element room:



And my doorways are wormholes, and each door goes to a different dimension:


and here it is as a whole:


Thursday, November 7, 2013

WK12 Research Phase

When I add all the textures and what-not into my design I want it to look just as colorful and creative as I had it before.

Here are some textures I wanted to imitate:

Katamari Damacy


and Child of Eden:


I wanted to blend the psychedelic themes of KD with the colorful visuals of Child of Eden


Tuesday, November 5, 2013

Maya Maze Final Design

my final design became a complete work of psychedelic anomaly and colorful images.

Here is it in a few angles:




The way it is designed all the rooms are completely disorienting and distracting with images blending into each other with color schemes and patterns. Each picture is basically a pattern that continues as well as a few images that show symbolic pictures that the person can interpret in their own way. 

Maze Concept Phase - Maya

Here are the three image panels I will be using for my final design scheme:


Taken from these images:






Tuesday, October 29, 2013

Wk09 Maze Design Final Stage

I love my final design. I actually love it more than anything I've made in the class so far. I think because of all the vibrant colors and designs in my maze.

Here is my finished product:



The concept images I used I changed. I initially wanted to include space in whatever I did but I decided it wouldn't make sense last minute. Here are the other concept images:





Thursday, October 24, 2013

Maze Concept

For my maze design I decided to take a completely different theme than that of my previous game design (The Gunslinger.) I wanted to mix it up so I wanted to make the maze as trippy and psychedelic as possible. I wanted people to enjoy the visuals more than the actual maze. Something along the lines of this:



  Blended with this:


This makes it so not only is the maze super trippy and stunning to look at, but also much harder when your sense of perception is constantly being skewed by the changing colors and shapes. Now I don't know if I have the graphical ability to pull this off but if nothing else I want to make it as colorful as possible.

Here are my three Maze Designs:

Easy:


Medium:


Hard:


I will try to incorporate these designs into the mazes.

Tuesday, October 22, 2013

Pixel Art Research/Final Stage

My finished product for my pixel art took me ridiculously long to do. I gave up several times on other concepts because they were just too tedious and photoshop was being stubborn (or I was, who knows.)

I used this concept image to build off of:


I wanted to develop the pixel art based on a scene in the story when the player walks through a town in the plane you are on. Since this world is very similar to the Old West In America I wanted to take the picture from that time period. Although this is animated the basic idea stays. 

Now of course I had to change it up because I wasn't on Earth, I was on the Outworld. Therefore I changed the designs to better suit this idea. Now, I didn't change it a lot but enough to make it not look like anything we have here. 



This picture was very low resolution that's why it looks blurry. Here is it in is actual state:


and here's it blown up:


I thought it came out pretty well. 






Thursday, October 17, 2013

Pixel Art Final

My final design:



The gun took me absolutely forever to do. And the black handle was a little hard to do but overall I'm happy with it.

Monday, October 14, 2013

Research Phase for Line Graphics

I decided the choose a revolver for my pixel art project. I did this because there wasn't a whole lot I could of used to make into pixel art. The game takes place in the desert so besides a Mesa or maybe a cactus there isn't a whole lot of inanimate objects I could use. I figured the guns were probably the most well recognized and important tools in the game and therefore should be my first priority.

Here is the background image I used:


As you can see it was an Old West style revolver just like the main character uses in The Gunslinger. The details aren't that important but it was this style gun that I want to the main weapon.

I took it and made it into a frame with a palette:



I'm not sure why the image has different lines dark and other lighter. On photoshop it looks much better, I will try to fix it for thursday but for now the basic elements are there. The colors I used also directly correlate to the background and landscape of the game. Much like the environment that Roland is in, the gun has the same basic colors of the desert (yellow, brown, grey, black.) I wanted this to be a direct representation of that.

Here I think I fixed it:


Tuesday, October 8, 2013

Final Phase of Logo + Sketch's

It took me a long time to come up with this idea. I didn't really like a lot of the designs I had created and even now still don't know what I think is best. I like the one I made in concept, but I'm not sure how well it would work in reality (on the cover of a game/poster.)




I felt this at least accurately describes the game. With the left side having Roland, the Gunslinger and the right having "the man in black" aka his bounty target. I added the two guns because they are Roland's and are both pointing at the target. The crow is another use of symbology to describe Roland and the death he brings with him. I'm not quite sure yet how I would change it in the future but we will see.

Tuesday, October 1, 2013

I finished my title screen for my game the Gunslinger. I wanted it to be a gradual fade in because it wouldn't make sense to have a flashy screen or colorful font. The game is based around Bounty Hunting and being alone. So I wanted it to best describe it.





And I went ahead and made the ONLY other start screen in the game. (Until a new target comes up.) This will be what you see after you press start and then after that the player just jumps into the game.




Thursday, September 26, 2013

My new design and title screen for "The Gunslinger" came out really well. I used a lot of the concept images I had taken during the palette assignment and put them to work here.

The finished product was this:



The title of the game is there and the classic "press start" that you see in almost every game. I wanted it to be simple and to represent the type of game it was. That's why I kept it simple and added the main character, Roland, walking way off in the background. The player can follow the footprints in the sand to his position.

The colors I used were the same as before. A lot of yellows, some oranges, and a ton of browns. This was to give the planet and landscape the desert feel. I wanted the viewer to think that there was constantly dust and sand blowing around. That this was not any normal desert, that this "alien" desert was much harsher than we are used to here. 

Here are the concept images:



The second image I cropped the sky and planets out of and then added them to the background of the first. I moved everything over in the skyline and took the colors ad blended them. The colors in the first picture I used more than the second because I wanted more of a familiar desert feel. Not that I didn't want it to feel Alien (that is always my goal) but I want the player to instantly realize this is a desert planet. 

I then added the text and placed Roland at the end of the footprints with a blur. This made him look further away and more mysterious. I really liked the particular way he turned out. 




Tuesday, September 24, 2013

My updated designs I felt came out really well. There were a lot of things I wish I knew how to do but unfortunately do not. What I did know however, I applied.

Here is my old and updated game cover/poster:



I added a new 3D text to make the letter stand out. I think in a final design I would remove this though because after a while it began to bug me. I put in a background of Rolan walking through the desert to give the player an accurate depiction of what he is about. A contrast to the Gunslinger focal point of the cover. I also blurred the background to give it the effect that he is standing in front of fire, perfect symbolism for what the player will be doing.

The second poster I did was not in my original design. It was just a minimalistic idea I had that I wanted to come to life:


This actually may end up being what I go with, as much as I like my original idea I'm a BIG fan of simplicity.


Now this one needs work as well but I wanted my poster to be as simple as this so I will be screwing around to see what works.

Here is another new version of a previous picture:



A third one:


All of these I changed up the colors and made them more appropriate to what the game was about. The second picture I put in a better background and changed the color designs of the guns. I added colors and turned the greens into blacks and silvers.

I also took the crows and moved them from the foreground to the background. I felt they were too distracting.

The third poster I took the old purple palette and almost completely removed it in favor of a more black and white look. I brightened the moon and made it look less like an alien planet and more like a desert.