So I've got an idea for a multiplayer video game. I'm also a student of CalArts' Character Animation program. This means that every year I have to create a short film, my only requirements being time. For this year, I plan to use my film as a platform to show off the aforementioned game idea.
First up comes the concept art, which I have been diligently working on of late.
Just over a month ago I finished a simple character as a style test, just to see where I could go visually:
Now that I know where I'm aiming, I'm going to take a shot with the rest of these bits of concept, get everything modelled, textured, and then rigged:
And some weapon concepts I'll be modelling as well, though I probably won't use all of these.
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Though, are you going about presenting your game idea as a playable prototype in an engine like Unity3D or doing a trailer/mock playthrough like Planetary Annihilation?
That being said, I would like to look into making it in Unity, as they did with the Butterfly Effect short film:
https://vimeo.com/48952914
But I'll have to do some research on the process behind that. I'm also considering a class to learn Unity.
edit: As to Awesomenauts? Not so much. I don't really know much about the game (although I do own it thanks to the latest Humble Bundle, so I should remedy that). The style is based somewhere between Ratchet and Clank, Team Fortress, and Tex Avery.
What do I want my polycount to look like for a PC game in Unity? I've looked up TF2 and it seems that under 10k is a good restriction, is that the case?
And I changed the newt's colors since in this style it was basically charmander.
lol, thanks, man. It's gunna be a long process, and my friends are already calling me insane. Gunna be a fun ride til April!