Group Game Project: Concepts For Group Logo
For the second term, of the second year on the CGA course, another intense project has emerged.
Now as part of a larger group, and with more freedom in what we all wish to do, we have decided to go for a 'first person shooter' (FPS) game.
We shall try this project under the team name of 'Ninja Kebab'.
Above: Where it all began for me as my role as the 'character concept artist'.
As the group and I discussed ideas of what game we are to do, we all agreed for a FPS (first person shooter) game. The quick sketches above represent the possible logo design and how the enemy characters could be created.
Now as part of a larger group, and with more freedom in what we all wish to do, we have decided to go for a 'first person shooter' (FPS) game.
We shall try this project under the team name of 'Ninja Kebab'.
Above: Where it all began for me as my role as the 'character concept artist'.
As the group and I discussed ideas of what game we are to do, we all agreed for a FPS (first person shooter) game. The quick sketches above represent the possible logo design and how the enemy characters could be created.
After some jokes about the idea and some doodle designs in my A5 sketchbook, I came up with a few different suggestions. The other group members mentioned that a ninja-like character holding kebab skewers instead of katana blades that could work quite well. I took this concept and sketched it out furthermore in Photoshop
Above: Not only did I have retro influences from Amiga's alien ninja 'Zool', but other old-skool games such as 'Ninja Gaiden' and the first 'Killer Instinct' game featured inspiring designs.
Little Fact: I actually owned Tecmo's Ninja Gaiden on my old Amiga 500 in the early 90's, but under a different name. It was re-named 'Shadow Warriors' because the term 'NINJA' was banned, or at least avoided here in the UK during the 80's - early 90's. That's also why the cartoon Ninja Turtles was known as 'Teenage Mutant Hero Turtles' in England. However I did not realise that Shadow Warriors and Ninja Gaiden were the same game until the remade version came out on the first Xbox in 2004.
FPS Game: Early Game Character Concepts
Character Concept: Dome-Inatrix
Every game needs enemies to dispose of... Well not EVERY game, but the best ones do.
But that is my personal opinion, however the game me and the rest of the Kebab Ninjas are working on relies on enemies. As our game is to be a FPS (first person shooter), without hostile characters to battle against, the game would be quite pointless. Especially as most FPS games require killing the 'baddies' as a main part of their objective.
But that is my personal opinion, however the game me and the rest of the Kebab Ninjas are working on relies on enemies. As our game is to be a FPS (first person shooter), without hostile characters to battle against, the game would be quite pointless. Especially as most FPS games require killing the 'baddies' as a main part of their objective.
As shown here, this is my early concept in a 'model sheet' form for a possible female enemy character. So far, we are thinking of having all, or at least most of the enemies to be cyborg-style characters that have humanoid figures from the head down to the waist area. Rather than legs, they may have dome-like bases that hover as opposed to legs. This is a way around avoiding walking / running animation if proves too tricky to achieve.
Game Enemies: The Dome-inatrix & Dome-Drone Guards
Final Model Sheets For Game Enemy: Dome-Drone
After discussing with the rest of the group what the final design for the standard enemy should be, I began finalising the model sheet. This 'Dome-Drone' character could be the common grunts that the player would encounter first before the tougher, more advanced enemies would show up. These standard guards could be like a warm-up to the more difficult cyborgs that appear later.
Above: This was one of the last sketches I did before asking the group which parts they liked, and what to change. I really liked this version and did it completely of my head. However, on reflection it looks way too similar to 'Eddie', the mascot of the band 'Iron Maiden'. This must have been a subconscious moment in progress.
Eddie from the 'Somewhere In Time' album, by the amazing Derek Riggs.
If you are not familiar with this band, here is a great song and video:
Above: Using books and online resources of anatomy studies to help me get the arms, or other areas of non-metallic limbs correct.
Above: This was one of the last sketches I did before asking the group which parts they liked, and what to change. I really liked this version and did it completely of my head. However, on reflection it looks way too similar to 'Eddie', the mascot of the band 'Iron Maiden'. This must have been a subconscious moment in progress.
Eddie from the 'Somewhere In Time' album, by the amazing Derek Riggs.
If you are not familiar with this band, here is a great song and video:
Above: Using books and online resources of anatomy studies to help me get the arms, or other areas of non-metallic limbs correct.
Above & Below: I used a SMG (Sub-Machine Gun) as reference for the firearm attached to this enemy design as I imagined them to be slim, nimble enemies. I thought this type of gun would suite them more than say a chian-gun or a rocket launcher.
I also looked at the movie 'Planet Terror' of how the weapon could be attached to the limb.
Above: The variant version of the Dome-Drone with the gun arm / hand attachment.
Final Model Sheet For Game Enemy: The B.B.B
The next character and model sheet I worked on was a 'Boss-like' enemy, that could appear as a 'mid-level / wave' guardian that would provide some extra challenge and appearance to the game. I named this creature the 'B.B.B' (Big Bastard Boss) as he was a pain in the butt to design, plus the model sheet gave me a bit of a headache to do.
The concept of this character just popped into my head whilst sat in front of the T.V, and thought 'I don't want to lose this idea! Luckily the pad and a pencil was close at hand.
If you look closely, you can see in the image on the left (front) has a feint guide of the back view.
This was because I created this guy back to front, as the main idea originated from the metal slats down his spine.
Above & Below: Refining the design and getting a clear idea in how it should with either two hands, or one hand replaced by a gun / plasma canon.
Above: It wasn't until I got this far (most of the character drawn out and ready for a neater line version to be done), when I realised a massive problem. I had drawn the arms down by the sides rather than a 'T' pose. This would make it very difficult for the modeller to make this in 3D.
Above: Some of the most difficult and awkward challenges in this model sheet process, was drawing out sections from different angles. This really required a lot of imagination on how the limb or device would look from that direction, plus making sure it lines up with the other views.
Above: During the process of altering the arms from the sides to the 'T' pose, I played around to see how it could look if this character had four arms. I think it looks pretty good, but I don't want to give extra work for the modeller who shall be making this guy in 3D. Maybe this idea of four arms could still be used as a alternative version of this boss character.
This larger and tougher enemy could also give a decent reward of some sort, like an extra gun / weapon, or a bonus power-up item other than some ammo as lesser enemies could drop. He may have a certain weak spot area that needs to be hit in order to dispose of him. This giving extra challenge as it would require more accuracy to skilfully target his 'achilles heel' so to speak. This vulnerable area could be the small plate located on the left side of his chest, as a heart pacemaker device.
Once this is destroyed, the boss could either die straight away, or could still fight on, but with the loss of certain abilities, such as to use his gun arm.
On Reflection: As like the standard enemy drone before, I used plenty of ruler / guidelines within Photoshop to get everything to match and line-up. I hope I did a good job of this, as these are the first model sheets I have done to be used by an actual 3D modeller. However, I may have over used the guidelines as they became quite messy, and found myself confused by making things overly complex. Next time I shall try and keep the lines tidy, and more organised.
Final Model Sheet For Game Enemy: Dome-inatrix
Going back to designing and starting a model sheet for the female enemy the 'Dome-inatrix', as these could make a good addition to the game and variation of enemies.
Game Box Art / Title Screen Concepts
As every artist has influences from their past, either from phase interests or childhood memories, they play a vital role to your ideas and style. Being born in the late 1970's and brought up through the '80's, I grew up seeing movie posters of plenty of horror films, and VHS covers all over the place as the 70's and 80's introduced some of the most influential 'slash Horror' titles to date. Not just the effects were more gritty with all the rubber / latex models and outfits along with the gallons of gore used, but some of the hardcore horror characters were created. Characters such as Jason Voorhees, Freddy Krueger, Chucky, Pinhead (a Cenobite), Michael Myers and Leatherface. These horrific idols were most probably responsible for the influence of great rock/metal bands as Slipknot, Gwar and KISS.
Above: In my mini sketchbook, I did some designs whilst on the train. Planning out possible ideas for a box / title screen cover or a logo for the characters.
Above: A couple of moodboards I have done on '80's horror flicks and 90's games to reference from, and get ideas of inspiration for the box art.
A music mash-up vid of inspiration : https://www.youtube.com/watch?v=oCudOs5aOug
Above: Another influence of mine, an Amiga 500 game box art of which all had great art work. Especially Shadow Of The Beast 1 & 2, which were done by prog-rock artist Roger Dean. I also referred to my 'metal days' and reminisced on the music of Fear Factory. This also brings nostalgia of playing the album during the Factory level in Doom. The album artwork shows a clever merge of the human skeleton blended with a barcode. I wanted to represent this with our game cover. A more recent, but retro referenced game (available on Steam) is Bedlam. This too bares a similar cover design.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrDOB-OwxxPQBsL1X7DeT8uSIc9pomz8UwzTLROn6O59jsZtEkDD83Ltrxh1_w6qbNxLnnjMktOvxyea8VXMjzDRIBk1Zklw1oF7nYiR19eazdUAvaW7IOUKU8UP6p2JYoyBRYYM0jlw/s640/Screen+Shot+2016-03-05+at+14.00.36.png)
On Reflection: Looking back on this design, it kind of reminded me of the 'exit switch' at the end of a Doom level map. The level was called 'O' Of Destruction (or Circle Of Pain) and the final switch to press in order to finish the level looked like this...
This design could also be used as the game's title, or game over screen. As it is a pretty morbid concept, it could fit a dying sequence relatively well. Look at how the screen fades into blood that flows downwards in the Nintendo 64 version of Doom...
Character Concept : Player / Protagonist; Male & Female Variants
Even though this is a FSP (first person shooter, not frames per second) game where the player character is not visible, it is still important to include ideas for the player character. Reason being that it can give the player some idea and identity of who and what they are playing as to allow more immersion within the game.
Character design is also my favourite and strongest area in art, so I wanted to make the most of this opportunity.
Character design is also my favourite and strongest area in art, so I wanted to make the most of this opportunity.
Above: Sketches of the player character done in my sketchbook whilst on the train. I think and feel that it is important to have a character even if he / she is not even shown in-game. Characters can give some extra soul to the game and can be used as a trademark or mascot.
Look at how effective game characters such as the 'space-marine' ('doom-guy') from id's Doom series.
Other iconic characters such as 'Duke Nukem', from the self titled Duke Nukem, 'Joanna Dark' from Perfect Dark, Turok - The Dinosaur Hunter, and 'Master Chief' from the Halo series.
Above: Credit to dreamstime.com and shutterstock.com for the images used.
Below Left: Image from 3d.sk
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBayPEquIslsWRb-Y8mR2LE9eewIHt2iCSkzMno8KgSST49EpdqQNMEBw6nFXtbVjZZv6lWWHo-MUtuofIP3FIiWwGqKJPHysaQPHf09-3tgS_ETRki-BkQVy1omaEWQfBykgcmdXmTQ/s320/Player+Character+without+armour.jpg)
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A link to the 3d.sk site here at: https://www.3d.sk
Even though this is a game where it is viewed from a first point perspective (i.e; the players eyes), I wanted to create a pair of heroic characters.
Above: This is a rendered image of a 3D model, designed and made by fellow team mates Rasto and Reece.
Influenced on, and basing my colour palette on the design of classic retro game space hero Turrican, from the game by Rainbow Arts.
Creating highlighted areas using the 'FX' options within the layer.
Above: Adding some extra attention to detail by giving the female character an S.A.S style military tattoo.
Version One: Natural, without the use of 'levels' (ctrl / cmd + L).
Version Two: With the use of 'levels' (ctrl / cmd + L).
Game Prop : Ninja Kebab Retro Arcade Machine
Skills are like computer programs, and need to be updated. It is vital to keep all the areas of skills I have learnt fresh, and not forgotten.
With the group game project, my main role is the 2D concept art side of character design. However, I want to add as much help I can to the group, and for the game that my skills can offer.
I haven't done any maya since last term. So I quickly opened it up on my mac laptop, even though it's easier to use in the pc as it has a bigger screen. I was expecting not to get good results with this as it was spontaneous. I had the idea was sitting in the front room watching the news. I quickly googled up some arcade machine reference images to use, I quickly began modelling in maya not expecting to achieve much.
With the group game project, my main role is the 2D concept art side of character design. However, I want to add as much help I can to the group, and for the game that my skills can offer.
I haven't done any maya since last term. So I quickly opened it up on my mac laptop, even though it's easier to use in the pc as it has a bigger screen. I was expecting not to get good results with this as it was spontaneous. I had the idea was sitting in the front room watching the news. I quickly googled up some arcade machine reference images to use, I quickly began modelling in maya not expecting to achieve much.
Above: From a cube I started blocking out the shape, considering I've never considered myself an expert in maya, I was surprised how confidently and quickly I modelled this prop.
Above: The reference image I used.
I was surprised how far as getting and considering the distraction of the news was going on- I remembered how to use obscure tools such as bevelling and soft and hard edge.
Once the basic structure been modelled, I began with small part such as the joysticks and the buttons. Duplicating and moving to align all the pieces together. Bbc news had finished by this point.
BBC News had finished by this point, and because I was so pleased with my progress, I decided to begin texturing.
I applied a texture map and began reorganising the shapes.
I found a copy of the Ninja kebab logo, which is used as the mascot for our group game. Applied this onto the side of the model. Finally I rendered image of the finished product to show what it might look within the game environment.
Red Hail - The Digital Comic Book / Storyboard
For this project I wanted to include a retro, comic book style storyboard that could add some extra depth to the game. The computer and console games I grew up with had instruction manuals, some of which included a comic as an added bonus. I really wanted to carry this concept on, and give 'Red Hail' a taste of nostalgia.
I first did a very rough storyboard to get an idea if this whole idea would work. How do you make a storyboard for a 'first person shooter' game? How can this be incorporated into a comic book form?
These are areas I would like to explore and experiment with.
For this project I wanted to include a retro, comic book style storyboard that could add some extra depth to the game. The computer and console games I grew up with had instruction manuals, some of which included a comic as an added bonus. I really wanted to carry this concept on, and give 'Red Hail' a taste of nostalgia.
I first did a very rough storyboard to get an idea if this whole idea would work. How do you make a storyboard for a 'first person shooter' game? How can this be incorporated into a comic book form?
These are areas I would like to explore and experiment with.
After
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For the title text I experimented with something new. I wasn't sure if it would work, or if it did, how it may turn out.
During the holiday in Paris to watch the 2016 Paris Marathon, the hotel room safe wouldn't work due to some unknown error. Having a lightbulb above my head effect, I took a photo of this error message as I thought I could use it for the title for the comic storyboard.
Once back home, I put the photo image into photoshop and began playing around with it.
Enemy Concept : The Dome-Drone Guards
My role within this group project is 'character artist' which involves creating the designs, look and feel of the game characters.
This, like all creative process needed deep research for inspiration and originality to come up with new designs but still can resemble distinctive designs.
Above: Starting off with a pose for a character is always a tricky task. I couldn't actually find one I really liked online, not even from the 3d.sk site I mentioned in earlier posts.
Eventually, after various rough sketch designs I decided to create my own pose from one of my figurines in my room. Using an assortment of figures to pose, I ended up using the reference from my 'Ash' (Bruce Campbell) - Evil Dead model. This was great as it had all the aspects needed for my enemy vibe, the gun in one hand and a bladed melee weapon in the other.
This also backs-up my excuse of having toys... They make great reference models.
This, like all creative process needed deep research for inspiration and originality to come up with new designs but still can resemble distinctive designs.
Above: Starting off with a pose for a character is always a tricky task. I couldn't actually find one I really liked online, not even from the 3d.sk site I mentioned in earlier posts.
Eventually, after various rough sketch designs I decided to create my own pose from one of my figurines in my room. Using an assortment of figures to pose, I ended up using the reference from my 'Ash' (Bruce Campbell) - Evil Dead model. This was great as it had all the aspects needed for my enemy vibe, the gun in one hand and a bladed melee weapon in the other.
This also backs-up my excuse of having toys... They make great reference models.
Above: The first sketch done from using the 'Ash' model reference. The poses are what I needed, however now its just experimenting with positioning them.
I included pictures of Ash as I was initially quite stuck with a pose for the guards. I have many figures- my excuse is that I can copy their poses in real life. My first initial sketch had the Dome drone guards shooting in two directions. However this didn't work out as the game is for a single person shooter and I need to change the perspective for both firing a single target. There are many different sources of gun flare on the Internet. I chose this one. I brought it into photoshop cropped it and then change the colour using hue and saturation.
To save time in the mid-section where there were tons of different wires to replicate, I wanted to practice a photobashing technique.
This is similar to the gunfire I found a suitable source reference on the Internet. I rotated, translated and pasted them to the midsection. I then painted over the wires to create this effect .
The objective from my team was to create a dark yet atmospheric action-packed scene. So far this is the most atmospheric picture I feel I have achieved in photoshop as I have used the smoke, the glow and adjusted levels of effects to build a deeper and richer environment.
Even though this picture was almost complete there are a lot of areas I wanted to adjust I added in a background of black initially.
I want to have an even light source balance at the back of the picture. I really had a video screen in the back of the game to give effect. I located the arcade machine that I designed in Maya. I took a screenshot of the rendered image. I added a slight fuzz effect and haze effect over it and then pasted it to the back of the game To add to the low-level source of light.
I had around a week off this project. When I returned I found I had renewed vigour to work on the gun arm, the blade arm and other minor tweaks for the picture.
Above: The finished and final concept piece, and I am happy with it.
To make full use of this concept piece, I thought it would be a good idea to use it on the back of the box cover. I toned down the opacity levels
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