So, tomorrow is the last day of Futureworks until the Christmas holidays start, and with that, marks the end of the design aspects of the course.
From the introductory lecture to yesterdays it's been great fun, I've met some cool people and learnt a lot about design, the industry, modelling and various other things. So I'd just like to say thanks to everybody involved for making it a great first 14 weeks and I'm already looking forward to getting back into class to start programming (oh god...)
So Benjamin Hill, guess i'll catch you on the flipside homie, cheers for everything! :)
Year1 Game Development Blog
My first steps into the gaming industry, won't you hold my hand?!
Wednesday, 14 December 2011
Friday, 9 December 2011
Colour my life.
Ok, so I didn't stop playing around with the "set" for my level, I added some really dark colours to the insides of rooms, for simplicity when doing the walk through, and on the outside went for some dark grays, as running through an engine, I'd want the game dark, so the lampposts and the torch would make for eerie game play!
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| The central fountain using gray marble with some buildings in the background. |
Edit: I'm aware the angels are a little wonky on this screen shot, It's been fixed, thanks!
3D Model "Finished"
Quick update! The actual modelling for my map is done, however I still need to add textures, and ideally a window or two, oh, and raise the walls!
After that's done I can finally crack on with my walk through of the level, and a few other bits and bobs, after nearly 3 full days of sketch-up I'm just about ready to murder it, but perseverance is key and I made it in the end, I'll probably post one more picture of the model as a whole when the textures have been added.
Well, that's everything, so hope the model looks good to everybody who's checking it out, otherwise I'll need a rope and a stool :)
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| Just a few quick touches remain and it's finito! |
Wednesday, 7 December 2011
2D Done!
After a late night session in uni (as I have no photoshop at home!) I've finally finished my final version of my level in 2D.
Well here it is, done and dusted, It didn't take nearly as long as I'd anticipated, which gives me all weekend to crack on with the 3D modelling. Seeing as the hardest part was trying to think of some puzzles to slow down all the shooting and then inputting it, I feel like the project has taken a great leap forward.
I suppose I won't be posting again until I've got some modelling down, I have the first room more or less done, however, that is on my PC at home so therefore I won't be unloading that anytime soon!
It feels rather odd seeing my final 2D design looking so different to my original, just goes to show that having input from others and "winging it" can allow your creative juices to flow as you go (yeah...)
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| 2D Completed! |
Well here it is, done and dusted, It didn't take nearly as long as I'd anticipated, which gives me all weekend to crack on with the 3D modelling. Seeing as the hardest part was trying to think of some puzzles to slow down all the shooting and then inputting it, I feel like the project has taken a great leap forward.
I suppose I won't be posting again until I've got some modelling down, I have the first room more or less done, however, that is on my PC at home so therefore I won't be unloading that anytime soon!
It feels rather odd seeing my final 2D design looking so different to my original, just goes to show that having input from others and "winging it" can allow your creative juices to flow as you go (yeah...)
Tuesday, 6 December 2011
Step two.
Had some time messing around on Photoshop today, started to update the map with some new puzzles and player progress, no legend up yet so it looks rather confusing, however here's a little glimpse, it kind of looks like the pencil idea, I suppose!
I'll post some more screen shots when the updated 2D design is finished, and also of the 3D version when it's modelled! Oh sketch-up, how I hate you so!
I'll post some more screen shots when the updated 2D design is finished, and also of the 3D version when it's modelled! Oh sketch-up, how I hate you so!
Step one.
Just a quick post of a sketch I did while bored, I thought of making the level be in Venice square, with unique architecture and broken walkways it could make for a great design!
Although it's a really rough draft here's the first look at it...!
(Special thanks to Rikki Gumbs for a brilliant water wade mechanic, much love!)
Although it's a really rough draft here's the first look at it...!
(Special thanks to Rikki Gumbs for a brilliant water wade mechanic, much love!)
Thursday, 1 December 2011
Paper Mario?!
First thing first! I would suggest to anybody checking out: www.worldofleveldesign.com if you're interested in game development, it's a great website with loads and loads of helpful advice and articles by other designers, favourite it!
Now. The next step in the LDD project is getting a 2d paper based design down of the level, annotated and explained. I've already done one very basic level design for an oldschool platformer, with just 1 key mechanic, the use of a lasso! I'll upload the image of it shortly.
After the paper based level design, I'm going to be using Google Sketchup to model it in 3D, I've been using Sketchup for about 2 weeks now, I've been making a few little rooms just practising and so I won't be unloading anything, I'm starting to model the level for the LDD over the next weekend, I'll be uploading pictures of my progress as I'm working.
Now. The next step in the LDD project is getting a 2d paper based design down of the level, annotated and explained. I've already done one very basic level design for an oldschool platformer, with just 1 key mechanic, the use of a lasso! I'll upload the image of it shortly.
After the paper based level design, I'm going to be using Google Sketchup to model it in 3D, I've been using Sketchup for about 2 weeks now, I've been making a few little rooms just practising and so I won't be unloading anything, I'm starting to model the level for the LDD over the next weekend, I'll be uploading pictures of my progress as I'm working.
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