Graphics; Assignment Concept Art

The graphic style I am using for my game is cell-shaded as I looked at popular games of my genre and they used cel-shaded, therefore this seemed like an obvious choice for my game.

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Deadlight and
State of Decay, deadlight is a 2D side scroller with an abstract and cel shaded look to it. I plan to make my game just like these games as they were very successful and are very fun. State of Decay uses some photorealism mixed with cel shaded, however I mainly used the inventory system  and statistics as inspiration for my game.

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My concept art; these are some drawings that I made so I could refer back to them if I ever forgot or lost the plans also I need it to show the progress of my game.

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Sketches-2

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I will use cel shaded to create a good looking level and graphics but with low polygon count to make it accessible to all gaming platforms and run perfectly.

Progress through making my 3D environment.

This blog post shows how I created my 3D environment for my game in step by step screenshots.Screen Shot 2015-10-14 at 09.49.49

 

 

 

 

I started off by making a cube and stretching it horizontally to make it look like an office building.

Screen Shot 2015-10-14 at 09.54.35

I then extruded the cuboid to create the windows and doors feel to it, I created segments and highlighted the ones I wanted with the ‘live selection’ tool.

Screen Shot 2015-10-14 at 10.10.54

I then added planes into the gaps to look like windows and put a glass texture on them that were available with the cinema 4D list of textures. I simply copied and pasted the windows over the gaps to create the look and feel of a normal office building.

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I then added metal textures to look like supports on the corners and in between the windows to make the building look more realistic.

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I started to work on making a car for the city that I planned to make, I first got a cube and stretched slightly into a cuboid but horizontally, then I highlighted the middle part and dragged it up to create a car-like shape, I then got a plane just like with the office building and put it over the gaps I created with the extrude tool, I textured the windows into glass again to make it realistic.Screen Shot 2015-10-14 at 11.51.01

 

 

 

 

I then ironed out the corners to make the car smoother and added some wheels with discs and added textures of tyres and rims for the wheels, then I added a window at the front and created a steering wheel. To finish I will use car paint textures to make the car more realistic and make it fit in the environment, also it will allow me to make the cars look unique and different by adding paint textures to it.

I then changed my design ideas and decided to make to environments one that shows a zoomed out sort of view and a view from in the city with the objects falling up and causing issues.

To create the zoomed out over view for the trailer I used a cube and added mo-extrude and random effect tools to create a city look to the original cube.Screen Shot 2015-11-10 at 15.14.59

 

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I used the settings to tweak how the skyscrapers grow out and what heights I should use to create a cool city effect.I analysed the results and I though it looked alright so I added the camera and spline, when you align the camera to the spline it causes the camera to follow it like a path and using a target tag I managed to get the camera to aim at the city. Then to top it of I added a texture of a city and made a floor with a reflective water texture.

Report.

Are the graphics suitable?

The graphics in the game are suitable as it is a 2D platformer type of game, therefore it must have a simplistic style to the graphics also using cel shaded allows me to show a clear difference between interactive objects and non interactive objects like the background. It also makes it look soft and not as sharp or harsh on the eyes and is easier to see. I used sketch and toon effect in Cinema 4D to recreate a light shaded, drawn look to the

How do the finished graphics compare to the concept art?

I have managed to create the sketches in either 3D or with colour and detail, this shows how I have used my original ideas to influence the final design of the game and it’s assets. As you can see above the buildings that were originally drawn have come to life and are now 3D, I used Cinema 4D and Photoshop to recreate the original concepts in a 3D and coloured way.

What are the technical qualities?

I have used many softwares to help create the final assets from their original form by using the Cinema 4D primitive shapes and by extruding and molding them into certain ways that cause it to look somewhat real and impressive, also thanks to photoshop I was able to make my start screen and HUD using the rectangle tool ad fill tool, along with the crop and edit tools. Cinema 4D allows use of many textures that are royalty free and can be used in anything without a copyright issue.

What are the aesthetic qualities?

The graphics look very good and have a light shaded look to them (cel shaded), it is aesthetically pleasing as sketch and toon is a good software and makes it look like it has actually been drawn by someone, it also makes it look professional and good.

Screen Shot 2015-11-25 at 15.58.15

This is what the final render looks like and I think it looks very impressive and the sketch and toon effect makes the buildings and shadows look amazing.

 

 

Storyboard.

Sketch6293928In this first scene the main protagonist is looking at the office building he is about to enter this is before the disaster happens.
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In this scene the building has come apart slightly and the character s currently running on the ceiling due to gravity reversal.
Sketch6294348The protagonist is now jumping between buildings but is floating slightly upwards while spinning, they have to try and make the jump or else that character will be permanently dead.

 

 

 

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This is the point where the main protagonist finds the button that switches gravity in a small area around them, this device is essential to the progression of the story.

This is my storyboard for my game.