Showing posts with label Razvan Prajanu. Show all posts
Showing posts with label Razvan Prajanu. Show all posts

Tuesday, 19 April 2016

Last modifications!

I did a quick chunk of meat to replace the cubes in the unity model, which were used when the enemy die. The cubes did not match with our end environment style.




Sunday, 17 April 2016

Option Menu.

   One thing that I did not think when designing the main menu is that we might need and option menu where the player can see what are the controls, main objective and to have the chance to change the mouse sensitivity and the volume. 
So I went and designed one.
When designing I had to be sure that it will not deviate too much from the main one. I left space on the bottom-left for the buttons and the sliders.


Process

Tuesday, 12 April 2016

HUD design.

As with the menu, I went and design 4 basic HUD which I send for feedback to my team. We decided that the bottom-left is the best one, so I went and worked a bit more on it.

I did it without details on it at first because my game designer(George Burchmore) did not want it to be distracting for the player, but after a talk with our unit leader, Ewan, I decided to go and do a more detailed one.
But I still did not want to make it too detailed.
The crack it was supposed to appear when you die, but do not know if we will go with that in the end. 

The finished one.

The reference that I gathered for the HUD.

Menu ideas!

Since I already had done the overall environment and everyone was working on their parts, I took the responsibility to create the menus and the HUD for our game.

As usual, I went and looked for some good reference before I start anything.

With the menu, I went first and design 4 of them and send them to the team, to get some feedback and decide which one works the best for our game.

In the end we decided to go for the 2 on the right, so I went and worked a bit more on them. 
These are the final results and we decided that the bottom one is the one that will fit perfectly with the game.

I also went and design a pause menu, but it does not fit that perfectly with the overall design of the game, so we decided to go for a more simple, almost transparent, black image which has the buttons on them.


Sunday, 7 February 2016

Working on the room.

So After I did the design of the room it was time to go and do some parts which were not visible in the first concept from different angles.






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Monday, 1 February 2016

Some changes of plans.

So, after some discussions we decided to change the idea of the game. We choose to kinda get rid of the big base and just do 1 or 2 rooms that will be really detailed.
We choose this after some discussions with one of our teachers. So we will try to get everything looking good in the engine and to be fun to play (not to think of the overall story).
After that I went and did a design of the room. This is how our room would look like, but nothing is decided yet, so our environment artist can go and do what modifications he considers to be better for the visual of the game and the gameplay.


Process



Thursday, 28 January 2016

The second stage.


   Since the last update I tried to make some designs for some of the corridors that will be placed in the game, trying to capture the mood and the feeling as well.



I also went and did some door designs.


Wednesday, 20 January 2016

The beginning of the project.

For this project I am one the environment artist. My job is to get an overall design of the rooms, the mood and the lighting that we will be using in the game, not to concentrate on individual pieces of the environment.
So as usual I started by gathering some references, some from movies, some from other games but also some from industrial sites. 
After that I started doing some quick designs of the base in my sketchbook and even when a bit in Photoshop to try and do the entrance of the base. 

I few, selected, images that I gathered.