Wednesday, August 27, 2008

Waterfall statue and Tiki Elevator




The Mailroom, nice and simple. boxes, boxes and more boxes...

Blocked out arborioum. very simple. using Jason's artwork as reference.

Tuesday, August 26, 2008

Communcations Room Concept

I went ahead and did the concept for the communications room:



I'm also working on some elements for the room. When the level design team gets the basic layouts of the room up, we can begin fully modeling the rooms themselves.

~Jason S.

Observation Deck and Mailroom Cabinets Modeled

I modeled the Observation Deck's objects that are not attached to (err, part of) the walls so I could get some of it done while I wait for the Level Design team to block out the room.







Also, I decided to make the cabinets for the mailroom cuz I had some time left.



Let me know what you all think. :3

Wednesday, August 20, 2008

KISMET YAY

Celest requested I post my kismet sequences online so here are two of the 3 worked out so far.


This sequence simply utilizes a "used trigger" to start and pause a video sequence. I found after some trouble that sound effects in ut3 cannot be stereo (ie make sure it is mono) and it must be .wav. Upon importing sound you must make sure bAutoCreateCue is checked, its like turning a texture into a material. In unreal you have to use a sound cue not a .wav clip.






This is the kismet sequence worked out to govern the telepad puzzle. There are a few kinks with this sequence but it works as a prototype for now. When we set up all the sequences into the final unreal file then I will post the finalized version.




The surreal room puzzle prototype will be posted soon.

-Ben

sureal environment revisited



I got a chance to get some illustrations done in more detail the first is of course I redid the sureal environment and the second is an asymetric perspective view of an area in detail. let me know what you guys think.




see you next week
george

Tuesday, August 19, 2008

Rooms redone

Last week we decided that the mail room's lines on the floor should be accentuated beyond just paint on the ground and actually having it become part of the room itself. So, I made them radiate out from the central pillar, reach towards the wall, run up it, and glide across the dome ceiling where it will return to the top of the central column. Oh, and I drew the ceiling this time, as well as the light source.




Also, I was given some directions on how to make the docking bay better. I now have the symbols for "Path Followed by Legendary Figures" being held off of the wall by some bars so they look kinda like those "OPEN" signs in stores and stuff, and I also took James's advice to have the arrows and circles into chaser lights that lead the visitor into the tunnel. Oh, and I made it get slightly darker as you go into it too, but that's a little moar subtle.

Ara turn-around and final color scheme.



Ara's turn around and color scheme, as decided in class.

Also, I'm working on 2 or 3 possible datapad entries for the Butler.

Wednesday, August 13, 2008

Game Play and Player Feedback

We have talked about the idea of using data pads as hints into the actual events that take place on the space station. The level design crew feels that using these data pads as say recording devices that the player encounters could help push the story and further game play experience.

Thus, the mesh list has been updated (in the dropoff) and we(the level design crew) need the Character Design Team to help us develop some data entries that the Doctor and Butler may have left behind (or lost) in the space station. Ideally these clips would foreshadow further game play or interesting tidbits that they player may be interested to learn about.

We also decided that another easter egg sort of feature could involve the Hyper Drive that the player is looking for. Maybe along the way parts of the space ship are clearly missing(ie Joey stole it when he went by) If the character design team and environmental team could come together and add to our mesh list of things that might be obviously missing(from the space station) along the players path. These parts/items/whatever will be obviously misplaced in the Arborium when the player discovers the Hyper Drive.


-Ben

Reworked Surreal Room





This is a Reworked version of the surreal room and puzzle. We found our previous puzzle may have been a little too ambitious so we simplified it by removing the Monster paths and developing a simple "blocked path" puzzle. The focal point will act as a scare factor causing the player to revert their direction to the telepad below.

The "key's" are meant to be easter eggs that the player can find within the level, like a sort of reward for reaching that location. Something like a data pad that contains a recording of the doctor or the butler, would fit as a "key."

-Ben

Moar Evironmental Concepts

Hey all I wanted to post up my two environmental concepts for both the Aborium and the Observation/Control Deck. Here they are:




And here's the Observation Deck:



I'll explain these in more detail in class. I basically fleshed out the ideas for the concepts of the rooms, adding in symbolic meaning to the items using aboriginal symbols themselves.

-Jason S.

Level Design, Puzzle Prototypes



This is the map we came up with last week for the first puzzle in regards to the teleport system. I currently have a working prototype saved to the drop off folder under /puzzle prototypes/Puzzle1_test3.ut3.

So far the puzzle is testing the use of 3 triggers that operate 2 different telepads. If the player approaches a telepad before it's triggers have been activated then the player will get feedback that it is not functional. There is only one problem that has yet to be over come which has to do with player feedback. When this is solved the puzzle will be ready for meshes, matinee sequences, and sounds.

DockingBay and Mailroom art

I made concept art for the Docking Bay and the Mailroom. I used George's defined color pallets he made last week (and posted below) to choose the colors for the rooms. I forgot which ones he said to go with for each room exactly, but I think I got them right. ^__^;

Here's my concept for the Docking Bay



The 2 main symbols I utilized were the one for "Kangaroo Tracks" and "Path Taken by legendary figures" lining the entrance path, pulling you into the space ship. The doorway/connection thing is a bluish elastic material with ripples on it. It expands upon contact of the space ship. It works like an air lock.

Here's a top view of the mailroom. Again, I followed the color scheme for that room. The red lines on the floor are there for a reason. lol, I'll have to ask Ben why again, but I think it's to symbolize the Star symbol, but I'll ask him again.



And here's a view from inside the room. I threw my stone cabinets around then central column. The lights on the ceiling (not shown in the sketch >.<) are also shaped like the star symbol--the circle with the smaller circles around it

Tuesday, August 12, 2008






Some more concept art of the scientist front and side views based on the feed back i got from the last class and a front and side view of joey

Monday, August 11, 2008



I just wanted to add on the color swatch idea George posted, I did alot of research of aboriginal art and took color samples of each one until i eventually began running into too many similar colors. I actually think its a very nice varied palette and I'll see how it works when implementing it. I'll also use your colors as reference as well George, thanks for posting them. Anyway here it is.

-Jason S.

Space Ship

I got Ara's spaceship done. I'm not that happy with it. My computer crashed about two dozen times while I was working on it(I'm not exaggerating, it's time to format), so I'm tired of working with this one. I
m not sure what direction to take this one. I really didn't end up like the final design for it so I'm open to suggestions.



Later,
George

Sunday, August 10, 2008

Color scheme

hey,
I mean to post this up last Wednesday, but forgot to. Didn't mean to leave some of you hanging.






later,
George

Tuesday, August 5, 2008

Props/Objects/Stuff

I drew up some stuff you might find in the environment.

Here's a concept for some pipes. I made them look like snakes in an aboriginal art piece I found where the snake was broken off into sections of various colors.



My group was talkin' about having some break room objects, so I made a couple of things for that. First, here's a trash can shaped like a Kiwi.



And here's a coffee maker with a (jawless) tasmanian devil head slowly dripping out coffee. The creature's tail is used as the coffee pot's handle. It's not supposed to be a real head and tail, though--it's just shaped like it. ^__^;



And last but not least, I also made some cabinets made of crudely cut stone. That black thing to the right of the 3rd door is supposed to be the inside of the cabinet. The door wasn't made to fit across perfectly, so the measurement was off at the time it was cut. I used some symbols on the doors themselves with radiating waves, and on the rest of the box I decorated it with various other aboriginal symbols. The drawing below it is supposed to be a floating chair shaped like a platypus with his back cut out so you can sit in it (Hehh, you all must think I'm either sick, or really angry >.<). His tail can be raised and lowered like a recliner's leg rest. I used a "crosshatching" as was used in another aboriginal art piece I found.



-Roberto
Hey all, I thought I'd go ahead and post my conceptual design for the Arborium area of the game that I did.



The entrance appears through the mouth of the spirit masked carving, sporting an aboriginal symbol on it's forehead that could symbolize another room area. It's face is constructed from abstract aboriginal symbols as well, including the male, female, and child.

When entering, the player sees that the walls of this area are casting a digital image of a clear blue sky around the room, helping to light it and simulate the feel that the vegetation is in a real ecosystem. At the top, is a large lamp that serves as both the 'star' symbol, and as the main lighting device. The ground is covered by a thick grass, and sets of stepping stones, in the shape of footprint symbols lead the player through the area.

The taller trees in this area have a long wavy body to them, similar to that of kelp. Growing on them, is strange fruit that give off a luminous glow, helping to light the players path and also give the plants an 'exoskeleton' look that is present in other members concept work.




As another option, the room could take on a different look, this time taking place at night. Perhaps the room could even change depending on specific times to different ones. In this room, everything is relatively the same, save for mostly the color scheme. This time a digital starry sky is displayed. The kelpish plants now take on a reddish hue, resembling a campfire. The grass also reflects an orangish tint.

Either way I thought these two ideas would be cool to show, let me know what you think!

Jason S.

Scientist


Different aboriginal face paint patterns & the pattern the character team chose for the scientist.

Brian S.

Saturday, August 2, 2008
















-Jason S.

*Updated with more reference symbols!