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.

Wednesday, October 16, 2013

Week 08 building research phase

I believe that this fits my concept really well.

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.

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


Here I have the concept of the title screen of my game. Naturally it isn't finished, but I was able to get what I wanted most out from it. I also added animation but we don't need that until later.

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.



Now for the main point, I have the original outside image with the colors properly arranged. This is what everything will look like, more or less outside the house where the game takes place. However I decided to add in a night version of the same photo. To do this I ended up making a Hue/Saturation layer and removed the Saturation. I also put a color layer on top and set the style to Hard Light. This was the result.


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...


And suddenly we have a much gloomier atmosphere... I'm not sure if it's creepier this way, but it definitely seems darker.

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.