Cuplacakes Game Design Blog
A blog for me to ramble about anything game related, and an exhibition for all my work.
Friday 14 June 2013
0001_Table_1
So, this is my most recent endeavor. Now that my A-Level exams are nearly over, I have been able to devote more time game design and art. This is my first real attempt to combine the two. What you see before you is my first ever dive into 3D modelling, using a student version 3DS max. I call it the table, although it's official name is 0001_Table_1. I suppose If I aver make more than a thousand models then I'll be needing another 0, but that will do for now.
Anyway, technically this is my second model, but the first one was following a step by step instruction guide in "Master Unreal Technology" Volume 1 to make an futuristic arched doorway. This was a solo endeavour, well, nearly. I did skim over a few tutorials in order to get started and to get some ideas. But yeah, if you ignore that everything you see before you came out of my head.
I modeled the table in 3DS max, Textured In photoshop, and the shot you see before you is a realtime still from within the Unreal Engine. The lighting seems kind of bugged up in places, and the shader for the table is kind of simple, with only diffuse, specular and normal maps, but it's getting the job done. Frankly I'm just exited to have followed the modelling process through to completion, with a working in-game asset!
Now that I have the basics I will continue modelling away until I am able to recreate my dad's TR6, once I am happily at that level I will proceed to learn animtion and enough unrealscrip to program a working vehicle.
Ambitious, I know, but you don't get anywhere without trying. Of course, I also have to practice drawing and art skills, as well as finish reading several books on game design and 3d art that I have, but you know, I like being busy.
Thursday 28 June 2012
Sunday 10 June 2012
Why Level Design Rocks
“A chance to build cathedrals, entire cities that
never existed, things that couldn't exist in the real world” – Inception
I want to make games!
More
specifically I want to be a Level Designer, but I’ll get on to the (quite
notable) differences later. Upon hearing those words, most people scoff, if not
out loud, then almost certainly inside their head. I suppose I can’t blame
them, when you think of games, the first things that come to mind are certain
mindless modern combat shoot ‘em ups, or pokemon, or space invaders. They
probably see you as attempting to fulfil some childish fantasy, not seriously
considering a career and lifestyle choice. You don’t even need to take that
last part about it being a lifestyle choice with a pinch of salt; while the
stereotype of some solitary, supremely nerdy guy, in desperate need of any kind
of female attention, sat behind a desk, staring at a screen for 24 hours a day,
is 100 percent false, there is obviously a lot of screen time involved, and designing
games does have a habit of becoming all consuming. There is a good reason for
this however, which is one of the things I shall be trying to convey throughout
the course of this book/pamphlet/thing.
So, what is Level Design?
To shamelessly steal the product of a quick
Google search; “Level design, environment design or game mapping is a
discipline of game development involving creation of video game levels—locales, stages, or
missions. This is commonly done using level editor, game development
software designed for building levels.
Level design is both an artistic and technical process.” But
that makes it seem a heap less interesting than it actually is. Imagine if you
will, a work of art; a beautiful painting, of rolling landscapers, massive
futuristic cities floating in the skies, skies vast and full of strange and
wonderful creatures. Now, hold that image in your head, and turn that piece of
art into a real place; a place that you can walk around, explore, and spend
hours in, discovering every nook and cranny. It is a Level Designer job to
create these places, although not without help.
To Be Continued...
More Stuff
Test to see how effective Snow is at hiding low quality level desing
VERY VERY early wip of a big project I'm involved with
Slightly Less early but still super early wip of a big project I'm involved with
A Birthday Card I made for a friend
Me trying to use photoshop, again.
Sunday 20 May 2012
Sunday 13 May 2012
Hogwarts!
So, Hogwarts! Before I say anything else, I did not model this, this is not my project. However, I saw that some guy had modelled the great hall and a few other sections of Hogwarts, and thought, hmm, I could show him how to make that look a million times better.
So, after contacting the guy and offering to help, what you see is my first stab at "Prettifying" the great Hall. I have added reflections to numerous surfaces, falling snow from the ceiling, a few other small tweaks, and of course the lighting itself.
Older Version
Older Version
The image below is the map as he sent it to me, with the original lighting.
By no means am I done, I just needed to show the guy where I was at with the lighting.
Let me know what you think of the changes. :)
Wednesday 9 May 2012
What Happens When I'm Ill
Seeing as I only have a week until my exams I could probably have used my time in a slightly more efficient fashion. However, I was restless, and when I'm restless I make things. This is the product of a few hours messing about in Photoshop.
Inspired by the concept of this "http://www.indiedb.com/games/wake-up-call", an indie game that is currently in the earliest stages of development. I'm not really talented enough to be doing concept art for them, but there's nothing to stop me from doing an... umm... creative response.
Let me know what you think!
George Hulm.
Subscribe to:
Posts (Atom)