Thursday, January 31, 2013

Mockup for a game



My "Group  Game Development Topics" class requires of every student to pitch a game that is to be considered for development by the class.

So far, I am currently working on the pitch for my untitled game. It is a first person horror game in which the protagonist is a mechanic for a spaceship that is infested with aliens that cause havoc on the ship's utilities. As the mechanic, the player travels through the dimly lit ship in an attempt to fix the failing parts and exterminate the galactic pests with only the aide of a flashlight and whatever tool they come across (hammer, blowtorch, etc.). The game Slender and the film Alien are just some of the influences for the concept.

I plan for it to be in 3D computer graphics, modeled and animated in Maya, with textures created in Photoshop. The game engine will most like be Unity.

For the mockup itself, I created it entirely out of 2-dimensional images in 2 steps:

1) I drew out the basic outlines of the walls and hands as separate Photoshop documents and I used photographs of metal as textures for the walls and floor.

2) I arranged the separate files in 3D space using After Effects and then created a spotlight, which I arranged on top of the layers.





Tuesday, January 29, 2013

WW2 FW190 Fighter Plane--3D Model (Phase 1)

I am currently working on a 3D animation of a WW2 German FW190 Fighter plane. The animation will be for a UMBC Cinematic Arts student's Senior Project. It will be a 3D model that will be rigged and animated for a live-action video sequence.


I have separated the process into distinct phases.
Phase 1: The Propeller
Phase 2: The Plane body
Phase 3: Rigging and Animation.

For each phase, I am modelling, texturing, and bump mapping the components.

For the propeller phase, I started by modelling one blade and by creating the spinning "socket" that the blades attach to.  I then textured and bump-mapped, the blades and socket and then duplicated the blades. Lastly, I combined the blades and socket together.








*Technology used:
-Autodesk Maya for 3D modeling and UV mapping
-Adobe Photoshop for texturing
-CrazyBump Beta for bump mapping.

Friday, December 21, 2012

Phage Game

Phage

November 2011
  • Left key = left
  • Right key = right
  • Spacebar = shoot antipathogenic substance
  • Refresh page = Reload game

Sunday, December 2, 2012

Phage Game--Part 1






I am currently in the middle of developing Phage, a Flash/AS3 game. Phage is a platformer game in which the player assumes the role of a white blood cell (leukocyte) that defends the body from invaders.

Currently only 2 levels have been created.
Control movement with the left/right keys, up key to jump/double jump, and spacebar to shoot.
*It is best to restart the game each time you play because the webhost makes the program glitchier than it normally is.*

Some changes that I plan to make in Part 2:
-fixing glitches
-enemy collision events
-Background scrolling
-etc.....

I based the code and layout off of a tutorial from AS3 Game Tutorials
http://as3gametuts.com/2011/11/11/platformer-1/

***EDIT***
I have now fixed the collision bugs. The only thing left to do is to add the mods mentioned above.


***It is also important to note that because of how GoogleSites hosts code, the game's formatting looks different than as a normal swf file. As an swf file running from Flash, the background scrolls with the screen without any white spaces, and I'm not sure how to fix the aspect ratio on the Google-hosted code so that it scrolls with the screen.



Wednesday, November 21, 2012

TV Bumpers


I recently created 2 fake bumpers such as what one would watch on network television.

Toon Time

The first bumper is for a fictional "Toon Time" cartoon block similar to the "Cartoon City" bumpers developed by Cartoon Network.


I created this by:
(1) made the Rubik's cube/box in Maya with polygon tools and Phong materials. I then created text in Maya and parented the text to the cube.
(2) Animated the cube and cameras.
(3) Rendered out the animation as .PNGs and imported the images into After Effects.
(4) Used the Rotobrush tool to extract the cartoon characters from the foreground
(5) Converted the layers into 3D Layers. Arranged them in 3D space
(6) Created a light layer and arranged them.
(7) Exported the footage to Premiere. Created a bass loop in Garageband and imported the track into Premiere.  Exported the final file.



Nickelodeon







My second bumper was a fake Nickelodeon bumper in the style of their other bumpers.
I created it by:

(1) Created an Illustrator document and, using the brush tool, created orange spots of various sizes. I then saved it as a .PNG to conserve its transparency.
(2) Opened AE and set the background as white. Imported in the spots .png
(3) Duplicated the spots file twice. Opened the "Color Balance (HLS)" effect and altered the colors of two of the spots files (changed one from orange to purple and the other from orange to green).
(4) Converted the layers to 3D Layers
(5) Arranged the layers in front of each other
(6) Created 2 lights and arranged them
(7) Created a 2-node camera. Set keyframes and animated the camera's position on the Z-axis
(8) Exported the file to Premiere.
(9) Found a collection of Nickelodeon bumpers from the 80s and 90s. Extracted the audio of the theme song. Synched the audio with my footage in Premiere.
(10) Exported the final file.





Tuesday, October 23, 2012

Keying/Greenscreen

I recently created my first keying/green screen composition using Adobe After Effects.

I created this by first, creating a background. I used Autodesk Maya and Autodesk Mudbox to create a 3D model of a fantasy landscape.














 I then shot footage of my actor in front of a green screen.



I then used the "Keylight (1.2)" plugin in After Effects to key out my actor into the footage.



Here is the final, and completely edited composition.





Wednesday, October 10, 2012

I'm now a Game Artist!

I just recently signed up to be a Game Artist/Animator for "KleptoClockers". "KleptoClockers" is a 2D, side-scrolling platformer. It is one of the games that is being worked on this year for the UMBC Game Developer's Club.

My specific duties for the project will be creating sprites for monsters/animals, enemies and environmental assets such as trees. I will also be animating these characters.

The software that we will be using will be Flat Red Ball (game engine) and Adobe Photoshop.

 Here are some of the concept sprites I created for when the game was under the working title of "Run Away RPG".  The sprites had to be 128x128 pixels.