This may be a little late, but there has been quite a few developments since the first post. Just as a reminder, this blog will do little to touch on the CS side of this game (besides the shader code mentioned earlier). If code is your interest, the coders in our group also have their own blogs that they are updating regularly.
The main items that I want to touch on this week are;
- Game Design
- Level Design
- Concept Art
- Logo Design
First off, there has been a lot of confusion with how this game is suppose to work. Even with our own group mates. To counter this Aram has made an illustration of how power-ups work with our cannon.
To help flesh out some level design, each of us have white boxed our own concepts in our own mediums. Some were created via Maya and others were illustrated. Aram designed a layout in illustrator that can be used for future level design (bottom image).
Our main concept artist Hue has made some awesome paintings to flesh out the feel of our game.
As for the main cannon concept, we all made our own sketches and from those we picked our favorite to further develop. Aram created some of our favorite designs, and we decided to further his hover version of the cannon.
Hue took this design and created a color version (Hue would want color ;) ) for a character sheet that we can then use for modeling. In the end neither of these sheets will accurately describe the final model 100%. Chances are its going to be a mix of our favorite aspects.
To help those who haven't really worked on a 3D game before, I developed an illustration for the asset pipeline. Its not final because I'm bound to add something to the list at some point.
Finally, all the artist worked on logo designs for our game. These ones are my doing.
After considering quite a few logos, we wanted to explore a new title for our game. After taking a group poll to decide on a new name, "A.I.M.LESS" became the obvious choice. Its interesting not only because "A.I.M." could stand for: Artificially Intelligent Mechcannon, but the feeling of aimlessness in the caverns of a distant world felt right. So, after some discussion I set out for the final logo design. Here are some sketches (excuse the poor photo quality).
After speaking with the group I was able to create these.
From these I created the final logo.
Depending on how much content is in future posts, I might start splitting these up into two rather than just one.
Hopefully by next week I can share some early renderings of the final cannon model, and final prototype levels (maybe final levels?)
Cheers,
Dan