Showing posts with label StormAndy. Show all posts
Showing posts with label StormAndy. Show all posts

Sunday, 10 July 2016

Evolutions update

3-4 months and no post, I've been really busy working on 4 projects outside of work. I didn't want to post up snippets of projects as opposed to workflows. Outside of work I only have about 5-10 hours a week to get stuff done and among the 4 projects and various other things that time soon disappears quickly.

Evolutions:
So I've learn't the command and conquer 3's build of Worldbuilder editor and been working towards getting a nice looking map setup for the public beta release of Evolutions.

 I started off by blocking out the rough layout for the map and building a series of human Meshes to go with the scenario idea; Defending a UNSC power station from covenant built in an arctic environment. I created 7 environment assets based on Halo 4's Multiplayer map set in the same setting.


Then i began adding detail with the Snow Environment props I created previously.

I then decided to go back to drawing board and figure out what I could create to make the map a more convincing artic/snow environment. I looked over some of my favourite Ice envrionments in games and from Icewind Dale's art especially.

I created a piece of concept art to figure out what I could do, drawing and photomashing over a screenshot of the level.

Once I was happy with my concept I moved onto creating the new art needed
I've added the meshes into the current build of the level.




I've also been making progress with graphics and designs for some of the default Heretic faction units designs.





Thanks for reading,
-Andy

Saturday, 13 February 2016

Environment art for Evolutions

I've been creating Arctic themed environment assets over the last month for the Command and Conquer 3 total conversion mod I've been involved in for the past couple of years Evolutions.


I've created a set of 8 tiling materials for use when painting the terrain in worldbuilder (map editor).

Created some cliff and frozen glacier meshes.
 


I've also begun making forerunner structure to decorate the environment.





 

as well as a frozen water fall feature.



You can find out more about the mod on the ModDB page:

Thanks for reading,
-Andy
 

Sunday, 7 February 2016

Global Games Jam 2016

Amazing turn out at the final global games jam hosted at the Stafford campus at Staffordshire University. Over 400 participants comprised of industry professionals, alumni, current students and college students.

Our teams work space during the Jam in the Epic games labs.

Renn and Nic starting to brainstorm their game idea.
 Jason jamming in his music corner on the left and ricardo playing guitar on the right :)
 Nice reunion with old university friends

 The team playtesting our game

 Vix interviewing college lecturers with her Camera Cannon :D

 Other games jammers playing our game



Some shots of a friends team in the F labs


Enough photos, you can check out the game our team made by watching the video below. The theme for the Jam ended up being ritual and our team decided to make a game about feeding sacrificing chickens.



You can also find out more about the Global Games Jam event here:
http://globalgamejam.org/





Thanks for reading,
-Andy

Wednesday, 9 December 2015

Impact of graphic design decisions in Video games

This short article is designed to both inform readers of the basic impact of graphics decisions have to the player and help them make graphic design decisions for their games. It will not cover skills related to art style or technique, but instead focus on the rational decisions which go behind the art decisions of a game.


Our eyes view images in an order, the rules which influence this order is know as Composition.
Deliberate choice in value ranges will make any art read well, from simple boxes and circles to complex paintings. It is important you are carefully considering how the black and white values in your image affect how easy it is to distinguish the difference between Actors props and Depth.


The example above on the left shows an example of boxes being used to construct an environment one with clearly defined value ranges for foreground, midground, background and the player. The other to the right shows the same scene with ranges which aren’t clearly defined.

It is important you use this knowledge to create both the illusion of depth and highlight actors in your games environment should be easy to spot/identify. A good rule of the thumb is to have the main actors and creatures have more contrast than their surroundings to visually aid the player of the choices and threats which surround him.

This rule applies to similar to: Complexity of Shape/Silhouette, Scaling of Details and colour. But is best demonstrated with black and white values as they show the impact the clearest.

Below is an example screenshot taken from the popular MOBA game League of Legends. An experienced artist will be trained to view each individual aspect of the scenes art. Values, colour, scaling for details, Shading complexity etc.

You can views these aspects of a games art individually using tools such as Photoshop. The example below shows the scene in black and white values without any colour. You can now more easily view how League of Legends uses Values in there game.

Players faces, Health bars,UI and edges of the Lane/Map have the Darkest Values and highest range of contrast, which aids the player by encouraging their eyes them to view these first. The next example shows the screenshot with only 10% of these black and white Values showing emphasis on what role colour plays in the game.
As well as the players teams Blue and Red. These are the least common colours amongst the environment which mostly consists of greens and subtle browns. When viewing the environment these colours attract your attention more reflecting their importance to the player.
Also notice how health bars are kept in these colours outside of the UI because they are easier to read amongst the green environment and reflect the units team colour.These decisions in colour contrast retain their importance regardless of the chosen colour for the environment or teams, it is the relationship the types of actors/assets art have with one another which improve the game's visuals.

Similarly when the Black and Values are inverted the relationship the assets share with one another still apply. It’s the consistent relationship the art decisions have together which affect whether they read well or not.
As with all game art, it is game specific as to how these decision should be made. But in understanding the decision you can make with your art, will greatly improve its effectiveness of the course of any project from prototype graphics in a games jam to High end triple A development.

When judging and creating your art, you must consider how each assets will read on screen in-game and in which order of importance they should be read. From there you may make intentional decisions as to how you may adjust or create the art assets to complement the overall graphic design of the game.

Thanks for reading,

-Andy

Saturday, 28 February 2015

DM-Crater wip 3

Hey guys,

Quick update on the progress I've made during the week on my handpainted/sculpted deathmatch map for Unreal Tournament 2004.









I'm currently sculpting the bark texture at the moment, I'm quite happy with how the maps turned out so far, I've just started working on the skybox and looking at reference for ideas as to what i can add to it. So I've been looking at clouds, planets and starts etc.


Thank you for your time,
Andy

Tuesday, 24 February 2015

DM-Crater Wip2

Hey guys,

Just a quick update on the DM-Crater map from my previous post


The trees and some of the foliage are finally in awaiting textures and I've added some nice orange glowing bases for all the weapon spawns.

I'm currently sculpting some rune stones to add outside near the cave entrance and in the caves interior by the bio-rifle.



Thanks for reading,
-Andy