Building Alliances: Presentation and Concept Art
Presentation Preparation:
In preparation for our group presentation - in which we would pitch the intellectual property of our game and explain its gameplay, style and concept art - we created a short slideshow. This would show, in simplified terms, the entirety of our project: illustrating our pitch, our research and the considerations we had taken towards its design.
As such, we split the presentation into numerous sections, dividing it to show what each team member had individually contributed. We would then each add our work to the PowerPoint. After having added my work, I went back to produce more splash art of our game. I felt that this was necessary as it would help to visualise what our game would look like when presenting our work, as the vast majority of our designs were singular enemies, towers and levels. More scenery could then help to show how these elements of the game would interact with one another, creating a more cohesive presentation with stronger visualisation.
When creating new concept art for the presentation I used the same technique as before, creating a base sketch atop a perspective grid, drawing line art over it and then proceeding with block colours and shading. Peer feedback indicated that the first splash art I produced bore too dark colours, which may not be representative of our target demographic. As such, in these following pieces I used brighter colours with more stark variation between different focal points.
Next Steps:
From this point onwards, I will work on a multitude of different assets that will assist my group as we approach final submission. These will mainly be 3D Assets that utilise our simple art style, as well as Loading Screen Art and Orthographic renditions of some of the more complex models. These orthographics will assist our 3D Lead in creating models of the designs we have finalised. I myself will also be available when needed to assist in texturing and UV unwrapping of models. I believe this point represents a transition of sorts in my role: as my group has decided that the look of the game has been consolidated, my sketches and thumbnails of different game elements are not largely useful going ahead: I will instead work towards production, with my 2D art being supplementary to the primarily 3D elements that are being produced.
In this, there is an Asset List of sorts that represents what we require to move closer towards submission. This includes models of the Microplastic enemies, Towers and of a Level that our game could be staged within. As we have discussed using Unreal Engine, this level could be "Whiteboxed" and not necessarily final. Nevertheless, our game assets could be placed within the level in a variety of renditions, with similar assets being used across the level form. Our final Assets are as follows:
Microplastic Enemies: Fragment Slasher, Fragment Cluster, Fibre, Pellet, Foam, Film
Level: We discussed which level would be the best to create, and decided upon the "Lungs" level. We chose this level due to its unique visual style. In its creation, the level itself may be populated with alveoli-like "trees" that may be modeled separate from the level's overall form.
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