Tuesday, December 10, 2013
Final Screenshot post
Occasionally I had to put white bold lines around objects so they wouldn't appear to be mostly invisible.
Thursday, December 5, 2013
Updated project final
I'm going to take what I worked on last time and use it as a "screen shot" of the game.
Monday, December 2, 2013
Thursday, November 21, 2013
second upgraded project
I'm using the indoor late game jpg as a base and am attempting to make the world slightly more interesting.
Monday, November 18, 2013
upgrade an assignment
I did make some walls, they weren't exactly as good as I had hoped, but they ARE technically an improvement… I had no idea how to add doors though. I still have the ceiling, and was able to get a shot of it now. So there's that.
Wednesday, November 13, 2013
Upgrade an assignment part 1
I decided to improve my maze a little bit, unfortunately I wasn't able to access my previous work wednesday, but I was able to get some work done tuesday. So far I've placed floating stars above the maze as a pseudo ceiling. If I can do everything I want I'm going to put walls and doors around the maze to make them seem like part of the house from the outside.
Monday, November 11, 2013
GDD Maze revision improvement week 11
These are screen shots of my newer version of my maze. Unfortunately I could't find a substance that could accurately replace the texture for the wall. So instead, I just found a better quality texture than last time, it's better but if you pay attention you can see the star pattern get used more than once on adjacent walls. The floor, on the other hand, has a substance replacing the texture, I adjusted the properties of the substance until I found a good look for the maze. I planned on doing shot of the floor but for some reason all shots of the floor make it looked very pixilated.
GDD Maze revision improvement week 11
These are screen shots of my newer version of my maze. Unfortunately I could't find a substance that could accurately replace the texture for the wall. So instead, I just found a better quality texture than last time, it's better but if you pay attention you can see the star pattern get used more than once on adjacent walls. The floor, on the other hand, has a substance replacing the texture, I adjusted the properties of the substance until I found a good look for the maze. I planned on doing shot of the floor but for some reason all shots of the floor make it looked very pixilated.
Monday, November 4, 2013
Final maze thing week 10
Basically these are shots of the maze I made. Its purpose as a maze is less important than its ability to feel odd and out of place, the characters in the game wont have any idea that anything is wrong here leaving the player to wonder if they're imagining everything... whilst being an imaginary friend... It's kind of a surreal game to begin with.
Wednesday, October 30, 2013
Maze_Maya concept phase week 10
Here I have a wall with space on it, and my floor with a metal texture. I wanted this to feel surreal, and what could be more surreal than being in the middle of space on a giant metal tile?
Tuesday, October 29, 2013
Maze concept art week 09
Every time I tried to realign the wall it didn't work, so I'm just going to say that's a new hallway.
The player would be able to see this, but not any of the characters.
Thursday, October 24, 2013
Wednesday, October 16, 2013
Prop week 07 final product
This is my colorized version of my prop, I adjusted the shades of green based on the position on the lamp. I also altered the center after I realized it didn't really work unless it was one tube and the bottom was separated.
Monday, October 14, 2013
Prop Week 07 concept phase
This is what I'm using for my prop, a battery powered lantern. I've outlined it and added a pallet to it.
Monday, October 7, 2013
Logo pseudo-final week 06
I made a logo... sort of, I wasn't exactly sure how to do what I wanted to do, but this is what I produced on my own.
Thursday, October 3, 2013
Logo design week 06 concept phase
Think Majora's mask Text first, and then it would move into position.
You see, in this case I want a subtle unsettling feeling. I don't want ot take a horror game's logo and I just want something that feels unsettling rather than scary. Hence the Majora's mask text and not using an example of a logo.
I'm trying to find out what the font is, as the font and text color on a black background are actually good mood setters.
However, white text next to a pen Icon doesn't make a lot of sense. So maybe I should just slowly invert the colors as it gets into position, which provides a nice parallel to how things will work in the game.
position. I was thinking of putting a little house behind the text...
If I had the ability to draw one.
I apologize that these didn't turn out to be good pictures, but I worked with what I had.
I think the logo moving back into position would still work out fine.
You see, in this case I want a subtle unsettling feeling. I don't want ot take a horror game's logo and I just want something that feels unsettling rather than scary. Hence the Majora's mask text and not using an example of a logo.
I'm trying to find out what the font is, as the font and text color on a black background are actually good mood setters.
However, white text next to a pen Icon doesn't make a lot of sense. So maybe I should just slowly invert the colors as it gets into position, which provides a nice parallel to how things will work in the game.
position. I was thinking of putting a little house behind the text...
If I had the ability to draw one.
I apologize that these didn't turn out to be good pictures, but I worked with what I had.
I think the logo moving back into position would still work out fine.
Monday, September 30, 2013
WK 05 title screen final
Here's the improved version of my title page. Last time I got a comment about it not being obvious as to what the game's about, thing is that's kind of the point. As the game goes on you're going to be piecing together why you're involved in the protagonist's life to begin with and what you need to do. The setting of the title screen should be slightly obvious after the game is finished, with either ending.
Wednesday, September 25, 2013
Week 05 - title screen concept phase
Monday, September 23, 2013
Final Wk04 Mood Board Final Phase
First, here is the new improved mood board for Limbo. Since Black and White have the exact same hue, I decided to instead sort them by brightness rather than hue. This actually ended up helpful to me later on.
If you can notice the same order was mostly used... however I noticed that rectangles 3 and four here had the same hue and decided to sort them in the order I placed them because rectangle 4 had a higher saturation and brightness. Other than that the rectangles for both images are sorted by hue.
Here I have the inner empty room in a proper order based on hue, this is relatively unchanged. However once I applied an invert filer by making a masking layer...
Bear in mind I'm probably not going to use ANY of these same shots in the final build, but I will be using the same techniques.
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