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The Breutal Project (crits and advice welcomed!)

Greetings fellow mortals!

We are a very small team (four people at the moment) currently working on a game concept for use within UDK. We are lucky enough to have access to a school based production group known as Game Wizards – and we have been given the rare opportunity to pursue an idea we are all passionate about. As far as our team goes, we are made up of an eclectic group of artists. The most experienced members of our team are tackling concepts, environmental and character art, and the more technical side of the process (UDK Kismet and Unreal Script). Our least experienced member (myself) is a creative writer turned game artist.


Knowing that this community sports some of the most talented artists and designers out there – we felt that any critiques or ideas people have to offer would be greatly beneficial to our process.


As of now, our game takes place in the first-person, with the sole objective or literally tearing your enemies apart. We are not conveying any sort of hateful message about the throngs of people the protagonist will be dismembering - as you will see below, the design choices were all made from a standpoint as to what would work best with our world.



One of the easiest emotions to relate to is anger, especially when it comes to video games. Reference is in no short supply either. Industry giants such as Kratos and Asura have already shown what a true “anger” based experience feels like – and the uncompromising art of Simon Bisley and Frank Frazetta are major sources of inspiration on the project as well.


Below is a link to a PDF created by our team in order to keep everyone on the same page stylistically. Also, in case we pull in more team members eventually - we thought this would provide a quick and easy way to catch them up on key vocabulary, as well as giving the team a place to refresh themselves and pull reference from should the need arise. (This is of course an unfinished draft, so the odd spelling or grammar mistakes present will be corrected at a later date.) If there is a better way to get a PDF up here feel free to let me know!



http://www.mediafire.com/view/?48n0npic8y71dqw

Now into some screenshots of our very early stages prototype.
Brutal_SS2.jpg


This is just a general look at the beginnings of our first stage. A small northern town - mostly just placeholder art for now.

Brutal_inGame_1.jpg

We have some VERY basic hands in for a first person view with just a simple kill volume attached to them. When you left click the arms just play a quick matinee and whatever is in front of you gets punched to death.
Brutal_SS1.jpg
As you can see, it's not the most high tech setup. Our end game goal is to be able to actually rip limbs off enemies - we decided first-person would save us a ton of work down the line.
Burtal_inGame_2.jpg

Sorry for the rough cropping here, but here is the small town square of our first little area. All the villagers have barricaded themselves into their houses, time to find a way to get them out!
Burtal_ingame_3.jpg

Here we have our first game play element roughed out. With the torch in hand you are able to set the small houses on fire, causing the townspeople to pour out!
Burtal_inGame_4.jpg

As you can see our townspeople are just robots for now - but as their houses are lit on fire they automatically move towards the player, and follow you as you run around.


After this point I'll be updating regularly with work from the team. We are nailing down our final concepts, producing assets in the style we require, and putting together a better prototype. Thanks for taking a look - as usual, and advice and constructive criticisms are welcome!
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