Showing posts with label Concepts. Show all posts
Showing posts with label Concepts. Show all posts

Tuesday, 19 November 2013

This week

Concept Art:


Paintover of battery egg cages to show a possible cage room concept. I added the rough figures based on the amount of space chickens get to show the cages as cramped and unpleasant and to reflect reality better. I included the escaped figure to give a sense of how tall this would be in engine.  





Assets:

Maya model of the cooker from Joe's processing room concept.Since posting this I have sorted out the issue with the 12 sided face using connect components.

Monday, 18 November 2013

Processing Room

 
This is a concept of some of the items to be used in the processing room such as; gears, cogs, pistons etc. I have also included images of animals such as cooked pigs and raw cows, to help me to design the colour and texture of the human bodies. I also included some war images of burnt bodies as part of the research. I chose pigs because they are the same colour flesh and meat as human so this will closely help me to design it. I like the cow image because it shows a very interesting way to hang up heavy pieces of meat, very raw colours and just hung there on hooks.



This is the environment concept that I produced for the processing room. I decided to go with a very simple layout showing a convayer belt that pulls humans around the room, into the cooker and then away to be eaten. The layout of the room isn't very accesable although viewing the process of what happens to humans should be horrific for the player to witness. Ive also included some concepts of the vents and machinery as well as some close ups of a pully system and a burnt human.

Item Concepts

So my task for over the weekend was to look at specific items that you would maybe find within a slaughter house, that we could use for our processing room. I started off with drawing three types of hooks that you would hang the bodies up on. I then moved on to hands restrained by cuffs, hung up in the air. I thought that maybe we could combine the two elements.




I was thinking of also looking at the pulley systems/ conveyor belts that would be used to move the bodies along. As well as this I was thinking of also studying the clothing worn by the people who work within those sorts of environments, for example wellies and gloves. Furthermore I will try and produce studies of instruments they may use within the slaughter process (which is going to be terribly gruesome to research!). 


Sunday, 10 November 2013

What I have done this weekend.....




I think this design would suit us if it was focused on showing how the aliens are more advanced and high-tech. This can be used if we decided to base the aliens around the futuristic style. The design shows how they use very simple methods but are very effective i.e. the braces being used to hold humans against walls whilst only being a piece of metal.





I quite like this design I think it suits the style of our game a lot better than the Sci-Fi one because it could look a lot creepier due to it looking old styled and that its made with very simple materials. This would work well especially when it comes to the re-creation of the doors locking and how it can help you to escape. 



This design is the most simplistic for a cage and would be used to store humans in large quantities in tight and cramped conditions. The cage will be made from simple materials put together and used over and over throughout the whole facility. The style is very medieval to symbolise old and simple methods to in-prison people.



I managed to create a quick design of the alien in a possible suit he might wear considering the style in which it might head towards. Underneath are development sheets of how the enemy is designed through the development of the start to up to date.




Wednesday, 6 November 2013

What I have produced this week...


 
This week I attempted to make a loading screen in unity using a white silhouette of our logo using a texture sprite sheet technique. I found this to be very difficult because you have to line up each of the parts exactly the same as before. I have to look more into this process as I've had a few problems with the animation lagg.

 
I also worked partly on our start up screen where it introduces the character and the story into the game I managed to complete these three sceens.
 

 
A character concept/pose I designed today, it is using more of an action styled pose where it has just jumped down.

Update

Rescaled the unity file fixing the issue where the AI was moving extremely slowly.




Map
Drew a map of the building showing where the different rooms will be. At the present moment we haven't decided the path the player will go down.

Slaughterhouse concept
Painted over a Maya render to get the basic concept of the slaughterhouse done. The poster is meant to be an advertisement showing the humans having better quality of life than what they are living in which is often done with advertisements for animal products.  This didn't turn out well as a concept piece, I should of painted more into it and I'm not happy with the the shadows.

Tuesday, 29 October 2013

Recent designs


This is a simple logo design that I created for my group "Barnpunk". It is going to also be used as a form of watermark for any concept or art work produced on this project and also for the loading screen with the gear moving behind it to give it the form of moving.


This is a front and side view of our alien creature (still haven't got a name for it) I drew this in the style of its most naked form so as to refer to when creating a 3D model. This will be easier to look at as it'll help me design the bone structure and to see what parts will move. We had a discussion about it being the final design but we had agreed that it should have a bit more clothing such as a space suit. Throughout the week I shall design up some ideas for a space suit idea using these images as the base structure of the anatomy.

Tuesday, 22 October 2013

Front View and Side View of the alien

 

 
This is a front and side view of our alien concept; the top image shows more of the fleshy/muscular parts to the alien. The bottom image shows more to do with the skeleton structureand how it may stand in idle position. Note how the alien and chicken simularities include the big thighs, skull shape, and the posture of the ribcage.

Monday, 21 October 2013

Hands

Here are some hand drawings I did, so that we can choose how our character will hold the light orb. I took photos of my own hands to create these drawings and to get the lighting effect just right. I wanted to use dark pinks and grey's because the environment she will be in will be dimly lit. I'm hoping to do a couple more drawings with an 'orb' in her hand, so that I can play around with what the lighting and how it could possibly look. 

Tuesday, 15 October 2013

Concepts

Environment concept for a laboratory room
Made this by rendering a Maya scene using planes for the walls and cuboids for the tanks and side surfaces and made a basic shape for the tables, lighting the scene and turning on shadows. In hindsight I should of rendered this out at a higher quality as the original image was quite blurry around the edges painting over it.


This was an early failed attempt at the laboratory, the perspective went odd and it looks very typical so it was scrapped
 
Adjusted the tone levels in the render and painted over the edges of the tanks and painted in areas where there would be more shadow or light and added a turqouise colour to the tanks.
Here I added silhouettes of people curled up to the tanks and painted over the top of them using a light coloured soft brush to make it look more like glass, also added bubbles to the water. I added detail to the tables, including a triangle sail as a table light to make the scene more interesting and added sciencey-paraphenallia to the table. I also added some posters with diagrams to the wall
 
Finished concept- added colour using a soft brush on a soft light layer and blended the shadow lights so the shadow wasn't as harsh and then added extra detail to the scene




Concept for how we intend our game to look. Rough paintover of a maya render of a storeroom with hand holding orb visible in the first person view. (Hand by Alice Sullivan)






Concept for the humans farmed by the aliens. Will probably change the colour of the gown to an off white/cream and make an updated version of this piece. Instead of the ankle tag I was thinking of an ear tag like farmed cattle have to further push the similarities to factory farms.


Like this maybe?


 

Wednesday, 9 October 2013

Further designs and concepts

These are some designs of different styles that could be used towards the design of the cages. Im fairly happy with the sci-fi/medieval style.


Some early enemy designs as well as armour and further mask ideas.







Tuesday, 1 October 2013

EnemyConcepts



Our Enemy concept lies heavily in the relation to a chicken, therefore it must have the characteristics of one. Alice Designed the little sketch on the top left and I quite liked the design of it, so with that as one of my main source of inspiration, I went further into detail with the design bringing in the bird/skeletal style. 

Wednesday, 25 September 2013

A few ideas and inspiration

This is a quick insight as to how we may approach the core game mechanics. It shows a bit of clarification as to the order in which we can approach certain tasks.


These next two are some inspiration images I put together.




This is a concept for how the enemy might look, but we shall look more into the design and stylisation.