The given foundation provided to be built from is the 2011 Splash Damage art test. This is a conceptual idea which is used professionally as a method of hiring employees by studios worldwide, both large and small.
Whilst the concept art is a constraint of sorts, it acts as a benchmark for my work within this project, as I have been given creative freedom to make an environmental object to be transported into Unreal 4 later in the year.
Personally I want to use the concept as a ground to build on, as the object has been described as a pillar this opens many doors for concept and design.
Given a few minutes to generate ideas, I brainstormed the pillar idea and produced a list of possible objects which could take the form of a pillar, trying to think as little as possible and produce a list of objects which could be modelled into in-game assets.
Following the time given to brainstorm ideas which could be fitted into a pillar, I was given an instigator word to create additional ideas, putting a twist on or giving an extra feature to each idea I have come up with.
The word I was given was 'Snake', this allowed me to expand the idea behind each object I had brainstormed and decide which I preferred from my list.
From the items I brainstormed, the objects marked with an asterisk I felt most confident in as items I could make fit with my overall theme for the level planned in another unit. and as such I began mind mapping possible thematic elements which would be used in various genres of game, though the intention is still to remain in a western/sci-fi type environment.
Following the basic brainstorming and mind mapping procedure, I produced a digital version of my mind map and expanded on not only the theme, but the functionality of the pillar itself, whilst considering other themes. I was aware I would need to consider some sort of western design aspect, in accordance to fit this work in with my other projects as the moment.
Whilst I have almost certainly decided on an asset I wish to make for this project, the addition of mind mapping extra genres helps with other aspects of design, such as the minor details and surfacing options which I may otherwise miss when only including a couple of genres.
As such this mind map will be worked on, improved and produced digitally for a neater final product.
The plan I have in my head is to develop an extra-terrestrial containment chamber to be placed in a western/sci-fi surrounding, coinciding with my character development progress in another project.
The mesh I aim to create must also fit into a Capture the Flag (CTF) game mode map inside Unreal Engine 4, though I am visualising the asset designed as part of one of the team bases.
To continue the conceptual process I created design boards via Pinterest for both the environmental design the level will take on and the asset itself.
These design boards can be viewed below.
View full Design Board here: https://www.pinterest.com/plissken1989/unit-9-level-design-board-1/
View full Design Board here: https://www.pinterest.com/plissken1989/unit-9-level-design-board-2/
These design board provide me with reference and inspiration to be used when modelling my own objects for use in Unreal Engine, particularly in accordance with any surface details I may include in the final version of my containment chamber.
Next I will be producing thumbnail sketch designs of my containment chamber with ideas for shapes, sizes and surface details, taking into account both of my produced design boards, gaining inspiration from the images used within.
I will update this blog in accordance with each step in my creation process, with any developments, any problems I may yet run into and the respective solutions for each.






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