CAGD 470 - Video Game Production - Carl Moreno

 CAGD 470 - After Dusk - Carl Moreno [3D Artist]

[Sprint 1]:

  • For the first sprint of development of After Dusk (title may change), I have been tasked with the role of the team's 3D modeler and texture artist. My experience with this role is no stranger to me, although it is a little different when it comes to working with a smaller team. I have previously worked on Perry's Pies as a 3D modeler and Texture Artist but with a larger group. It seems much calmer since we are able to share our thoughts more easily with everyone since there are only five members in total. This is great practice to simulate an indie game company which normally has a small team of people. I think I will enjoy it along the way and be able to have more small-group experience under my belt in the industry. 
The development of the main character! (PS1 Style!)
  • For the sprint kickoff, my priority was to have the main character modeled out so that the designers could use it for testing purposes as soon as possible. The character design that I was assigned was a PlayStation 1 style vampire character, this really interested me because I've never really modeled any characters before and I really enjoy the style of old Playstation characters because it gives a sense of nostalgia. The model came out pretty amazing to that old-school standard, with nothing too crazy in faces which should help with the performance of the game. I had a really fun time texturing this vampire character, I went with some dark colors for the overall look and went with red for the secondary color. 

The vampire main character's final look! 
  • The next character I got to work on, was the main enemy character. It is supposed to imitate a farmer-looking character that is involved with angry mobs. I also enjoyed modeling this character, because I was able to give it some expression with its cowboy hat and farming tool. The tool that I chose to model was a pitchfork, I designed it so that it was textured to look dirty like if it was used before, and has some roughness to it. I was not able to complete the rest of the textures for the rest of the characters since the team was deciding on whether we should have more than one human enemy. I did have an idea in my head to have the characters have different colored clothing and perhaps a different tool to differ from each other. The UV'ing process was not extremely difficult since the character was following the low-poly Playstation style that the team was aiming for. Something that I added as an extra piece that the vampire did not have was arms. 
Human 'Enemy' Character!
  • The next few items that I modeled this first sprint were a wooden door, a concrete obstacle with a light, and a ladder. Out of the three I really enjoyed modeling the obstacle with a light because I placed many small details into the concrete piece of it. Such as dirt generators, a brick generator, and small cracks. I personally love texturing concrete pieces because there is so much detail that goes into it that we do not even realize it. 

  • What I am currently working on is completing the textures for the different variations of the human enemy character. I plan to give them different colored clothing, model a new second weapon (baseball bat), and have different skin tones. For sprint 2, the team has officially decided that we would like to have different human characters following the vampire so that it can become a little more strategic in-game. Plus, this game will follow a chess-style system, so more characters is the ideal option. I am excited to see what the future holds for the development of After Dusk!
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