Here is an art dump from a group university project, University of Derby. The art was made in 10 weeks and the project was in whole 12 weeks.
The idea of the game is a time shifting mechanic based around an object, the Orb. This changes the environment from an old shipwreck into the glamour of an old cruise liner. We are hoping to release our game demo in the next few weeks and would appreciate all feedback. Hopefully we are looking to get funding through Kickstarter and other investors as we would like to make this into a full 6 hour campaign and release it on the PC.
Made in UDK.
This was done by a team of 4 artists:
Steph Carter: Characters
Matt Floyd: Props
Jake Woodruff: Environments
Oliver Cullen: Props/VFX
Yes this was made in UDK, we are a bunch of final year students who have either worked in placement or for indie companies, I should also mention there are 5 prgrammers that helped with the game as well.
Somebody here has played Bioshock and Singularity!
I think you guys have done a great job on the fancy hall with the red carpet, but the engine room and such show very little difference between old and new. This image shows what I mean quite well:
There's a smidge of green moss/oxidation on the floor outside of the sphere, but that's about it. You probably should differentiate them a lot more, for instance by having painted and the rusty/peeled machinery.
Sander, I understand what you are saying and it's something that we have been trying to solve. From the start of development we decided that we would use a distinct art style of golds, yellows and reds for the past deco environment and blues and greens for the present shipwreck. The trouble with that room, the engine room, is that it is naturally dirty greys and grungy in each environment (reference images taken from the titanic ). We could have added a lot of rust to it but we thought that this would clash with the art style as we wanted to be distinct between the two timelines.
Although this is something we may failed at, it is something that we are thinking about in the future. Any suggestions to this would be great!
Hey, I'm digging this design. As for a suggestion for the engine room, why not push it in a more steampunk color pallet for the past. It wouldn't clash stylistically with the rest of your past stuff and it's 100% justified. You don't have to stay true to life and concept all the time. If it doesn't work, it doesn't work. When I mean steampunk, I don't mean gears and cogs and what not, but more so, a plethora of gauges and bronze/copper colors. This would also work with your guideline of golds, yellows, and reds.
Even things that have been treated with a decent amount of care will get damaged through the years:
I didn't mean to say everything should look like a bent up mess, but if you were to use paint/lacquer for the machinery, you could have that color fade (dust) and chip (damage) to indicate a difference in age. These paint chips could then, mildly, litter the floor to give that a bit of extra age as well. I would also kick down the specular of the floor grating outside of the sphere, again because of settling dust.
Both these images are actual objects from the 20s or 30s btw.
We're really liking the Steampunk colour scheme and we have done a quick paint-over prototyping what we thought you guys were on about.
Here it is:
Joshmtyler, We like how you suggested the use of this colour palette and we think it will work really well while in-keeping with our art style. At first we tried the Steampunk style (with modelling) but we decided that we didn't want the scene to read like it. So we moved away from the idea, including colours.
Snader, one of the limitations we have had with this project is that for each prop we have had to make two different texture sets to represent each time zone. Your criticism is something we have noted although we have struggled to produce bespoke detail for each model in a reasonable amount of time, in our development time. If we were to continue this project into a full game we would still have this limit on development time.
We can see why people haven't really tried this dual zone mechanic before
This is a pretty cool idea I must say! nicely executed on too.
There are a few tiny tweaks I would throw out there as they are quick and easy to change up!
1. Change the default Unreal camera animations! they stick out like a sore thumb! Same goes for some of the Unreal walking sounds
2. Add some sort of bobbing to the frame of the hud, if I am right that is some sort of suit that you can see from the inside? if so, it would be nice to see it a little less stiff!
3. I do also like that Paint over !
Honestly though I think as final year students this is a great achievement! I also used to live and work in Derby a few years back, great place!
Replies
I think you guys have done a great job on the fancy hall with the red carpet, but the engine room and such show very little difference between old and new. This image shows what I mean quite well:
There's a smidge of green moss/oxidation on the floor outside of the sphere, but that's about it. You probably should differentiate them a lot more, for instance by having painted and the rusty/peeled machinery.
Sander, I understand what you are saying and it's something that we have been trying to solve. From the start of development we decided that we would use a distinct art style of golds, yellows and reds for the past deco environment and blues and greens for the present shipwreck. The trouble with that room, the engine room, is that it is naturally dirty greys and grungy in each environment (reference images taken from the titanic ). We could have added a lot of rust to it but we thought that this would clash with the art style as we wanted to be distinct between the two timelines.
Although this is something we may failed at, it is something that we are thinking about in the future. Any suggestions to this would be great!
I didn't mean to say everything should look like a bent up mess, but if you were to use paint/lacquer for the machinery, you could have that color fade (dust) and chip (damage) to indicate a difference in age. These paint chips could then, mildly, litter the floor to give that a bit of extra age as well. I would also kick down the specular of the floor grating outside of the sphere, again because of settling dust.
Both these images are actual objects from the 20s or 30s btw.
We're really liking the Steampunk colour scheme and we have done a quick paint-over prototyping what we thought you guys were on about.
Here it is:
Joshmtyler, We like how you suggested the use of this colour palette and we think it will work really well while in-keeping with our art style. At first we tried the Steampunk style (with modelling) but we decided that we didn't want the scene to read like it. So we moved away from the idea, including colours.
Snader, one of the limitations we have had with this project is that for each prop we have had to make two different texture sets to represent each time zone. Your criticism is something we have noted although we have struggled to produce bespoke detail for each model in a reasonable amount of time, in our development time. If we were to continue this project into a full game we would still have this limit on development time.
We can see why people haven't really tried this dual zone mechanic before
Thanks
[ame="http://www.youtube.com/watch?v=oLDXbLSocWs"]S.S. Eternity - Final Demo Trailer - YouTube[/ame]
There are a few tiny tweaks I would throw out there as they are quick and easy to change up!
1. Change the default Unreal camera animations! they stick out like a sore thumb! Same goes for some of the Unreal walking sounds
2. Add some sort of bobbing to the frame of the hud, if I am right that is some sort of suit that you can see from the inside? if so, it would be nice to see it a little less stiff!
3. I do also like that Paint over !
Honestly though I think as final year students this is a great achievement! I also used to live and work in Derby a few years back, great place!
Thought some of you might be interested in seeing some of it, as well as some Concepts produced by our Artists, and any feedback would be appreciated!
2D In-Game / Marketing Artwork:
Cardboard Cutout:
Box Art:
Concept Art: