Current Headway

an investigation of differences in [the perception of] time between architecture and [first-person / brief] games, and how this impacts social encounters

Wednesday, 8 May 2013

developing the scene


I have been working and playing around with custom-made assets as if it were lego, trying to learn how to work with UDK alongside, 3Ds Max and Zbrush. Sketchup and photoshop are softwares I have been using too.



However the progression of this test level has been more than just a long tutorial for myself, but also I find myself getting closer to the alien-like landscape I intended on creating during my concept stage, the shady detailed rock formations alongside the strictly geometric forms that guide the player throughout the map.


Everything is still an experiment, and very likley to change, but I find myself reaching my goal closer as I create and recreate various assets which I can focus quiet easily as my level layout has been happily established.


Various anomalies with textures have to still be fixed, in any case I hope to find a way to create mist on the ground, I think it will add to the atmosphere of the hovering geometric analomies throughout the level space.


Thursday, 2 May 2013

Boundaries

I need to limit myself in order to maintain a sense of realism in the design and in the designing itself.

An island is an obvious solution, where boundries are clearly marked by water or lava or some other element that the player cannot interact with.

Perhaps a tall cliff-like fortress sitaution where the player will die if he falls off.

Or blockades.

Or perhaps all of the above?

The boundry situation has been up in the air for a while now, but as is often in the design proccess, I am bouncing back and to from it as I am designing and clearing up my level space, seeing what connections seem most relevant and what I can develop while other ideas sits comfortably.


As soon as I built the island with the edgy cliffs as I showed in my previous post I felt an urge to go back and work on my level space or lay it out (vertical heights and distances would be a next).