Tuesday, January 24, 2012

Art Bible

With great power comes great responsibility, and for today my responsibility as Art Director was to get started and have a decent draft of the Art Bible for our game. I had started it a few days ago, but I didn't really have any guidelines in mind, so it was rather messy and unorganized. During the weekend I finally found some good references to follow, and I feel it is a lot more solid and organized now, ready to be presented.

Beside that, I've been overlooking the assets our modelers have been producing, and I got a compliment on most of them looking pretty similar in style, and that is just always nice to hear.

For now, there is a concept piece I did, but can still be refined a little bit more before I post it.

Thanks for reading!

Thursday, January 19, 2012

Rocks

News: I am now the art director for our game, so I did some rock models to test out texturing style.  They're just really basic assets for set dressing.
Here they have a diffuse, spec, and normal map. Together both rocks are under 600 tris.



I'll post more work as I make it. Thanks for looking!

Saturday, January 14, 2012

Art update

Just a quick update to show some of the concept I did last week. I did these two pieces just to give myself a better idea of what the game could possibly look like, and have some sort of visualisation.

Our game takes place in a sunken Venice so I used the Rialto Bridge and Doge's Palace as structural and environmental pieces in this quick concept. 


Thanks for looking!

Thursday, January 12, 2012

Studio II

Winter Quarter started just about a week ago, and with it Studio II. The aim for this class is for us as a group of students to go through the development phase of a game and go gold by the end of the term. Yep, that is 12 weeks to make a game.
I already had started brainstorming ideas with a small group of friends, but once classes started and we pitched ideas in class, our idea seemed interesting to a few other students who have now joined us.
In a few words, our idea revolves around controlling an underwater sub, and moving in a side scrolling level made with 3d assets.
As time moves on, I'll keep the blog updated with my contributions (models, textures, concept art, matte painting) to the project, as well as updates on how we are doing.