Thursday 21 January 2016

Games Art Spring - My Games Art Environment Scene


For my Games Art submission, I wish to try and recreate this piece of concept art (below) by Syd Mead. Syd Mead is a concept artist who also used to work as vehicle designer, so most of the shapes in his designs are geometrically possible. This should mean I will be able to recreate these objects whilst also retaining their appearance as they are in this image.


There are several features that the Unity game engine offers that I intend to leverage in order to create the same aesthetic in this image. Due to the reflective nature of a lot of the materials in this image, I plan to make use of Unity's reflection probes and the Screen Space Reflections Image Effect. I hope to use Unity's atmospheric scattering in order to create the lighting in the fog that can be seen on the right side of the mountain.


I plan on omitting the characters and car from the scene in order to make creating this scene achievable within the given timeframe.


Sunday 3 January 2016

Games Production - Christmas Prototype

After submitting our Winter submission, I was eager to begin working on our next game for our Spring assignment. We had already decided on our team, and although we hadn't fully discussed what we wanted to make, I personally wanted to create a first-person shooter. Over the first week of the Christmas break, I created a small gameplay prototype to show to the rest of my team, and to begin figuring out if pursuing this idea would be possible with the specified time-frame.

The style of gameplay I was aiming to re-create is a style that can be found in 'old-school' shooters released in the 1990s such as Quake and Doom. Two gameplay aesthetics that typically characterize this style are a fast player movement speed, and an ability for the player to fire weapons accurately from the hip without aiming down sights. These two aesthetics were the main focus of this prototype.

I created a very small level for the player to move around in and some basic enemies that walk towards and shoot the player. Similarly to Unity's Standard Asset FPS Controller, the player movement is controlled by rotating and moving a capsule-shaped GameObject with a camera. However, instead of using a Character Controller component, I decided to use Unity's rigidbody physics in order to create a more natural feel for the movement.