Getting into the games industry//Games Art//Games Articles

Tuesday 26 October 2010

Isometric shiznit and London

Hola! Since my last post I have been working on an isometric level! I chose the theme of heaven and hell, just to make things awkward, and came up with two towers joined by a bridge, and a capture the ‘Orb’ thing going on. Here’s a rough idea of how it looks:

 

26102010265 Click on it to see it bigger :)

I’m also gonna be on my way to Bradford games festival, twinkling my toes into the real game world!

 

I went back to my new house is London last weekend, in Northolt. You can imagine what I was like being so close to central London. Lots of fun was had and lots of Krispy Kreme’s were ingested. Here’s a few pictures!

 

23102010257The overpriced snob school, Eton.

 

22102010255The overpriced cakes, Selfridges.

 

23102010263The Queen’s Crib, Windsor!  

Wednesday 13 October 2010

Games Design Brief 2? BRING IT ON BITCHES!!

Yoyoyo

Second games design brief that made my eyes cry with the thought of Newtonian Laws which turned out to just be common sense! This one is set in a sewer, and your character is a rat..Your nutrition bar is constantly dropping and you must find enough food in the level to top up your nutrition bar enough to finish the level.

 

13102010240Mechanics include: A water wheel that needs the water to be switched on to operate

- Germs and ameoba’s as enemies in the water

- Radioactive waste that needs a gas mask to get past

- ‘The Stink’ which is activated when a certain point is passed, and must be avoided.

- ‘The Flush’ which washes the player backwards and speeds the nutrition bars depletion.

13102010237- Rubble which must be clawed out the way

- Hot jets which boost the played in the air to reach new levels, but can cause damage as they alternate between cool safe water and boiling arse burning water.

13102010239This was my first idea (Click to see it bigger) for a level. Although everything fits nicely and works, I thought (with the help of Pete Botternly, games designer extroidinare) that the level needed something else to make it stand out.

13102010238You may not be able to see it clearly here, but the idea was that I would have two levels, one on top of the other, which the player could move back and forth between to complete puzzles in the contrasting levels. This gave the level edge and made the player think.

 

I apologise for the hideous pictures, they’re on my new phone because of lack of printer! I will post the final level later since my lazy ass hasn’t done it yet! Enjoy :)

Tuesday 5 October 2010

Updates on projects

Got the level all finished and handed in (And got wrong for folding it in half because I’m too cheap to buy an A3 plastic folder).

My new project for games design has much stricter guidelines to adhere to: it must follow the first 3 newton’s laws, must have surfaces of lesser and more friction, must have secondary affects such as weather etc. I have chosen the sewer setting and think I’m gonna do a level based as a rat in 3rd person.

The liqourices allsorts projects still going well after maya. This week we’re focusing on painting our characters and coming up with different ideas.

scouting bot

I was also dabbling at being shit with landscapes again:

 

environment