Wednesday, November 29, 2017

The Night Prowler


The Night Prowler was my 3D model that I made during my freshmen year. I had a few difficulties trying to find an interesting position that would make my creature interesting and prevent the clay from cracking during the baking process.

(Concept art)
The original name for my creature was Sprygon. Around the final production of my model I changed the name to better suit the creature. One MAJOR mistake I made was not integrating the base into the final product which is very off putting.

Making a Door Rotate



Things are picking up and I don't want to slow down so here is a quick tutorial on how to make rotating doors.



  • The first step is drag in a trigger box and create a collision for On Actor Begin Overlap node.

  • The next step is to create a sequence. The sequence allows the player to add multiple nodes to activate at the same time.
  • Dragging out from 0, Right+click and go to Add Timeline
  • Dragging out from 1, Right+click and go to Play Sound 2D
(You can add a DoOnce if you want an action to happen once)
Inside Timeline
  • Double click your timeline and create a Float (f+)
Pro Tip: Don't forget to name your assets. Ex. Door_ANIM
(Key Frame 1)
  • To create a Key Frame, shift+right click. In the first key frame put Time: 0.0 Value: 180.0

(Key Frame 2)
  • Create another key frame and adjust the time to desired value depending on the speed. Time: 1.0 Value: 90.0


 You're almost there!

  • The next step is to select your rotating object and drag from the timeline's Update. Right click and add a Set Actor Rotation node. Once you have created that node a reference node will be created automatically.
  • Dragging from the Door_ANIM (the float you created) right click and create a Make Rotator.
(Be sure to attach the ANIM to Z)

  • The final step is to drag the return value to New Rotation

Tuesday, November 28, 2017

Teaser Trailer


The following teaser I've decided to use is Outlast II. The reason I decided to use this teaser is because of the voice over being used. As the narrator is talking the viewer can see what appears to be a burning cross as the camera zooms out. As the narration continues and becomes more violent the camera pans upwards to show and upside down cross burning in a field.

Friday, November 10, 2017

Sound Effects

I am now at the stage of implementing sound effects into my game. I was able to find a few royalty free websites but some of them require you to be a paying customer or make an account before you download the audio. Fortunately there are a few websites that I can use with the use of my Ringling account.


Killer Trackshttps://www.killertracks.com/

Sound Libraryhttp://home.ringling.edu/index.php?id=3645&ext=

Wednesday, November 8, 2017

Making a tree Pt. 1

I started working on my second hardest prop which is a tree. The tree seemed to be difficult at first but after learning simple methods it was easy.
(Tree base)
To start my tree I created a cylinder inside of Maya and applied edge loops to bend the tree's shape. Afterwards I exported the base into an OBJ so that I could import it into ZBrush

(First tree attempt.)
Wasting three days of my time I imported my tree base. To get the branches I pulled parts of the clay out using the Move Topological tool.

(ZSphere tree base)
While in class I learned there was an easier way to create my tree; ZSphere. ZSphere allowed me to create the base of my tree and make the limbs more natural and fluid.


Tools I Used
(Move Topological)

(ZSphere)


Here's a helpful link to get started😃: https://www.youtube.com/watch?v=NIoIdt54wF8

Tuesday, November 7, 2017

WIP Props

I was given three props to complete for our game level. The three props that I have chosen are an old picture frame, a tree, and shrunken head.

Base


Design 1
Design 2
To start off the shrunken head I created a base to apply objects over the mouth and eyes. I didn't want the same shrunken head so I started playing around with the placement of the thread.

Level Process

After a month of crying and lack of sleep my grey box is almost a fully functional level. The game is set indoors and, but the balcony was used to give the player something to see outside of the window.


The final level design was decided based on dialogue and the needed requirements

Top-down view of the level

Top-down view of the length of my level

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Isometric sketches

A new year a new level design!! We are beginning to work on our gaming mechanics by creating isometric sketches of a weapon we might wa...