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"Reverence" - 2nd Year University Game Project

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Okay so finally the creative project has begun!

 

This will be our thread for our 2nd year game called "Reverence". 

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The Team:

 

Jack Gathercole - Environment/Prop Artist

Benjamin Stefanyszyn - Environment/Prop Artist

Emily Jane - Character/Concept Artist

Chloe Louise - Character/Concept Artist

 

We may be looking for freelance prop artists later on in the project depending on the scale of assets

we require. Also, a rigger would most likely be desired.

  

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The Pitch:

 

We are aiming to create a very detailed interior environment based around a sacred temple in Rome. Ensuring enough time is spent

upon modeling/texturing assets of all sizes is essential, so we aim to create a busy scene that portrays a rich sense of religion and power whilst not giving ourselves an incredible amount of work to complete in a small amount of time.

 

Trailer:

 

Our outcome will consist of several cinematic sequences from within the temple, while trying to incorporate elements from the outside world

such as plants, god rays of light amongst many other features...

 

Synopsis:

 

A cruel, barbaric dictator has taken over Ancient Rome, and the oppressed are forced to call upon their ancient God to help them. Upon awakening, the God serves to bring back justice and save his worshippers. You play as this god to destroy corrupt forces and restore balance back to the capital.
 
Story:
 
During a vicious siege upon Rome, lead by a delusional praetorian with ambitions of great power. The devoted worshippers of (insert god name here) scurry to their place of praise with the hope of their prayers and wishes being answered before they meet their demise.
The streets of Rome are flooded with bloodshed and turmoil, but optimism remains in the minds of this group of supplicants.
Those who are fortunate enough to reach their temple of great tranquillity before death must act with haste as time is short, the few that remain form a shape around their gods statue in an effort to summon him, and proceed with an ancient ritual.
 
The soldiers breach the temple, without hesitation they cut and slash their way into the throne room. As the last survivor is executed,
the statue transcends into its human form as it becomes clear that he will not tolerate anymore of his worshippers to fall...
 
 
Note: We are aiming to acquire a voice actor for this project to portray the narrative of the god explaining the story up until he changes forms.
Efforts have been made in this area already. 

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Research:

 

Due to Roman architecture being extremely detailed, as mentioned before it is very important that we manage the scale of this environment

with a lot of care. We have all been contributing a vast amount of research into the styles of assets we can proceed to make,

along with different methods of approach.

 

An abundance of reference material has been gathered on a shared "OneNote" document online with the group, but for now I will just share some mood boards that were presented earlier today for our Pre-Alpha project proposal.

 

Multiple avenues have been explored in a joint attempt to learn a lot more about Rome's architecture, the most relevant we found was "Ryse: Son of Rome", this game served as an incredible source of reference when considering the scope of our project, but we have been

informed of other great sources of imagery such as "Gladiator" or even "Clash of the Titans".

 

Environment Mood Board:


Character Mood Board:


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Concept Art:

 

So in regards to our concepts, Emily has been developing several images to provide an idea of some cinematic shots we will be aiming

to implement in our trailer.

 

Concept #01 - God Monument:

Concept #02 – Angel deity & Fallen soldiers:


Concept #03 - Roman Statue:


As mentioned before, these concepts will be primarily used for specific camera shots to portray a narrative to the viewer, the environment

itself will most likely be developed with freedom but supported by regular critique and engagement with lecturers.

 

We are aiming to utilise modular pieces as much as possible within this project, this will not only save time but also create a sense of

depth and detail without the exertion of effort in areas that are irrelevant. 

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So yeah, that is a rough summary of what we have as a group so far. There is a lot to pay attention to in the early development stages,

but we will likely be changing a lot of different elements at various stages.

 

Critique is always welcomed!

 

Thank you for reading!

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