So we've decided to scale down the map. By doing so we're going to focus on three main rooms that will be accessible to the player (Cage Room, Larbratory and the Processing Room) and one room that the player will be able to look in to (the Disposal Room).
This way, we feel we will not be taking on too much work and we will be able to do these rooms to a high standard that gets the message of our game across sufficiently. This is just a basic graybox view of what it will look like, we shall start adding assests from now on.
Wednesday, 20 November 2013
Tuesday, 19 November 2013
This week
Concept Art:
Assets:
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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. |
What I'll be doing...
My job for up coming few days is to refine the graybox we have, adjust the layout of where we want things, ultimately scale it down to only a few rooms, so that we can just focus on specific areas, and move forward from there. I will be carrying on with implementing sounds, some will only play in specific zones, and then I can see if I need to make any amendments here and there.
Look at:
flickering lights - code.
ambient sounds
screams
Look at:
flickering lights - code.
ambient sounds
screams
To do
To Do:
Concepts for processing and cage room (Toop)
Assets needed:
Concepts for processing and cage room (Toop)
Assets needed:
Humans - High poly and low poly models - Edit default mudbox human
Arm holding orb (High poly)
Cages
Conveyor belt
Preparation machinery (processing room)
Tables
Tanks
Lab equipment
Meat hooksTextures for all assets, ideally two for humans though a lot of farm animals are clones so if they all look the same it might actually be more accurate to what we are trying to portray.
Men and Women's Toilet Mood Board
This hear is a mood board for the men and women's toilets in the reception area. All of these pictures are from the internet and what I wanted to find was something different as in the looks of the object, something you don't see every day. I think I might have found some in these pictures such as the sink in the middle right if the mood board.
I will use these images as inspiration while modeling the assets.
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!).
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