Tuesday, 16 November 2010
Gun Shop / Drug Selling Point
Just a couple more images of my second building at the beginning of the street. The upper levels look relatively plain but should look a lot better when i have added in all the regular assets that go on New Edens buildings e.e. drain pipes , power boxes , Air Conditioning , Washing Lines etc. Not too sure at this stage what the shop downstairs is actually going to be. The groups main thought was to make it a closed down gun shop but we didn't want to design it around that thought and then not follow through with it. I decided therefore to make it much more generic so we can decide at a later date.
Labels:
Aaron Walker
Sunday, 14 November 2010
Final Hotel Model
Above is the final Hotel model that will be in our New Eden Street. I have connected all the Modular pieces together and added the newly designed bottom floor. There will still be a few smaller assests that shall be added on to the building e.g. Air Conditioning Units but these shall be duplicated over other buildings aswell and therefore i didnt feel was important to show at this stage.
Labels:
Aaron Walker
Modular Hotel Pieces
Here's a few of the modular pieces that i have created for the Hotel at the end of the street. These will be repeated up the building so that there is 7 floors and will also run alongside the alleyway. Seeing as the bottom floor will have its own individual design i didnt see much point in making the pieces modular but they still all fit to the grids requirements.
Labels:
Aaron Walker
Monday, 25 October 2010
Low Poly Assets
Whilst we were getting the block out of our street all set up i decided to knock up some basic low poly models which we could potentially use in our scene. I still need to do some high poly models to get some of the finer details in but at this stage when we are focusing more on building the actual environment these assets were to just get me back into modelling.
Labels:
Aaron Walker
New Eden Group Presentation
I think the presentation went relatively well from a student point of view, in the real world I think we may have fell on our faces. I don’t think we spent enough time preparing/showing the overall design and unique qualities of our game. Instead we seemed to just follow the marking criteria literally to the point, which may have come across quite straight forward and unenthusiastic. Having said this seeing as we were marked by other students in this case it didn’t really matter too much. Looking back on it now, it would have been advantageous to at least cover the design aspects in more detail if not for the presentations benefit, our own.
The more quality areas we covered were we knew exactly what we wanted to make, which I felt some groups were still unsure on. Even if you don’t know all the specifics of your project you should at least give a very good impression that you do, otherwise it just seems unprepared and therefore unprofessional. One thing which helped us in our presentation was a quality piece of concept art , even though it would have been better if we had more, at least it wasn’t given out on scrap paper and actually done to a high level in Photoshop.
Overall I think we gave a presentation that showed off our final idea as well as we probably could have with just a few minor issues on how we explained elements of gameplay and the game mechanics.
Labels:
Aaron Walker
Subscribe to:
Posts (Atom)