Thursday, 10 December 2015

AAA Asset Part 2

With the sword model completed in Maya my next step to UV unwrap it so I could produce the ID map. I cut the edges along the mid-section of the blade so that it would unfold with more ease. With the UVs unfolded and sorted, i took a snap shot of them and took them to Photoshop to colour ID them.
The next step was to take the low Polly, smooth it and send it to Z Brush where I could the clean the model up and subdivide it. The subdivided model was exported and made into an OBJ where I could put them both into Xnormal and gain my normal maps.




Taking my low poly, normal and ID maps, I put them into Quixel to apply my materials.



The blade itself is comprised of a type of steel while the handle itself was a type of dull black metal. The bolts I decided to make gold to add additional colour variety.  After toying with and eventually choosing my materials I exported the project and prepared to import it into Unreal 4.







After Importing into unreal 4 I had to link the materials back to my model. created a scene and adjusted the lighting to further highlight the materials slightly and added in bloom.






Monday, 7 December 2015

Games Production - Cutscenes

Cutscenes

A selection of line work pieces for the games opening cut scene showing Lavander’s arrival at the factory as well the introduction of the ghost girl. 




Games Production - GUI Items

GUI Items

Below are a series of expressions that would accompany in game on screen dialogue by Lavander during game play. I wanted her usual mood to be a mixture between determination and at the same time annoyance. This was to coincide with overall feelings at the situation; she is in the factory largely against her will and has no interest in the task she is there for. At the same time however only through getting to the ghost can she leave and feels in a way challenged by it.   
The inventory system is represented by a picture of Lavenders' navy blue belt satchel which she carries most of her personal effects. The satchel would have a number of slots around it which held the items she was in possession of. 

 This symbol was to be placed on the final door of the games level. As such it was made with special ornate design and made gold so as to attract the players attention through a glimmer. The the design of the lock was made similar to the key, thus making both the items' purpose in game clear and concise.

Games Production - Enviroment Objects

Enviroment Objects

Expanding on the existing concept content, i needed to create the various items and effects that would fill the factory environment. Objects ranged from conveyor tracks to chairs and some tables and workbenches for the various rooms.





Most of the factory consists of machinery and storage crates with the office possessing things such as a grandfather clock and an ornate desk with some bookshelves. Initially i imagined the factory would have hanging chain lights but i felt a wall sconce or lamp would work better with the games camera. 


Games Production - Front Cover

Front Cover

A few designs and a final product for the front cover for the Factory of the Lost soul. Initially i wanted to go for a more abstract design for the front cover that subtly conveyed the premise of the game by showing both lavender and the ghost.


 In the end however i thought of making an exterior shot of Lavander approaching the factory. The skewed perspective of the factory was intended to exaggerate its size and make it seem even more unsightly and uninviting. The bright blue light is that of the ghost observing Lavanders approach. 



Titled version and steam banner.




Games Production - Concept Ghost

Ghost


As only one character can occupy the game play segments, the ghosts design is twofold. After some discussion, we imagined the ghost to be a child, a girl who had died when the steel mill was initially a workhouse during the Victorian period before retrofitting. In game play the girl takes the form of small wisp, a small glowing spiritual that freely moves about the building. In cut scenes however, her true form manifests as a ghostly child clad in white gown surrounded by a blinding white aura.