@SimonT: Thanks, I will be developing the END GAME factor further in my next concept. I think the key will be to hold much focus on the crystal/beam, which will appear to be tearing a hole in the sky. Lighting, weather effects, debris and general chaos should help here. That central element will be the goal for the player, either to disable the beam and save the planet, or aim it at something else to destroy the enemy..
@ParoXum: Cheers, I am going to block out the space in 3d today as a base for a proper paintover to flesh out details. As for symmetry, I am hoping to lead the player at a diagonal towards the main goal for a more dynamic composition, while the wider reveal shot would have the main elements being symmetrical. The landscape/player path will help here, and should add some asymmetry in the wide shot too.
I am considering adding other manmade elements to show fortification, but originally I was going to go for a quite baron, minimal composition (in contrast to the rest of the game world to highlight the scene's importance?) and am not sure if extra structures will detract from that. Also need to keep asset count on check as I'll be out for a week during the comp!
aw screw that "the end" thing just make a cool scene,, all of these contests have some vague self imposed theme that no one really "gets" like the dom war where you were sposed to make shadow assasins, an half the entrys were 20 feet tall tank monsters, or the generals contest filled with savage monster ppl. you can make a small paragraph to make almost anythig fit a theme,
i don't understand it much, but i really don't care since the 'concept' -and i put that between quotes because it looks like an awesome finished speed-painting- is truely amazing.
i can already imagine -though i will probably be surprised- how great this piece will come out.
keep it up.
hrm yeah I guess the brief is pretty damn loose really.
hey thanks, hope to get it done!
So I made a quick papermap to block out a basic gameplay idea to help with the 3d blockmesh. It involves avoiding sentry fire, disabling each sentry while fighting bad guys, and then finally interacting with the centrepiece before the sentries boot up their failsafe power where the player is forced to use brute force to take them out. Simple but has given me ideas on the ground pieces, secondary structures etc. Will show terrain and player entry to gameplay area when I do the blockmesh.
Yes, the more I think about this idea the more I like it. I have a large amount of almost finished code right now that I want to get completed and online but this will definitely be one of the next features I tackle.
Been exploring ideas for landscape and foliage. These were taken in Bolivia on my recent trip - I like these dali-esque rock formations, alien boiling mud pots, geysers and freezing high altitude lakes and volcanoes. These elements will help restrict player movement while keeping the view relatively open in parts, and add some atmosphere with the sulphur fumes etc.
I've also been hacking away at a test model for the machines, but have hit some roadblocks with functionality (realistic pivots/movement and too much top-end weight) but will have something soon...
Here's a concept for one of the machines. It's slightly different to the first concept but it was hard to get it to balance properly when following the silhouette exactly.
sweet!
couple thoughts: you might be able to get away with even more lean if you integrated some kind of hydraulic looking thing going from the top at the front to the ground at the back, and it wouldnt do much change to the silhouette (might add to it even). I love how hunched over they are, seems like they're intently staring at the artifact.
second thing, I think your gun designs could be more interesting, at the moment its more your average google images for minigun.. the silhouettes in the concept look like big fat jet turbines, which is pretty cool.. I reckon see if you can't make a bigger feature out of them
good ideas, will play some more. My initial idea was that the shiny looking black bulb between the miniguns could cook the player.. I think I'll beef up the miniguns (less straight barrel boredom, more awesomeness required) and amp up that middle piece. Also need to be careful that they don't look like one shot will nuke the whole area!
Not sure crazyfingers, will have another look but went this direction after it all looked too damn heavy. Think, lunch, draw..
180 degrees here on the environment I was thinking I needed more of this sort of thing in my folio instead of natural terrains with big vistas etc. So I started blocking out some utilitarian/industrial/sci-fi type shapes. I will revisit weapon the design.. I may have to come up with something while modeling.
looks great, but it has lost a bit of the epic feel the first concept had. probably because the turret isn't the most dominant silhouette anymore. maybe give it a bit more room and instead of having cliffs contain the scene make something techy. or mix techy and cliffs!
i don't know... i just really liked the vastness of the concept.
keepo it up though, will probably be a great entry!
wow, cool concepts man! i'm really digging them. my only gripe would be the symmetry. i'm pretty sure you can break it up somehow but it's coming out good though. can't wait to see some assets come outta this one!
looks great but that machine looks like its about to fall over(its like a head on a tiny neck) a bigger stronger looking base with structures to hold the weight would be good and there isnt much in the foreground of that concept its all kind of mid distance.
Replies
@ParoXum: Cheers, I am going to block out the space in 3d today as a base for a proper paintover to flesh out details. As for symmetry, I am hoping to lead the player at a diagonal towards the main goal for a more dynamic composition, while the wider reveal shot would have the main elements being symmetrical. The landscape/player path will help here, and should add some asymmetry in the wide shot too.
I am considering adding other manmade elements to show fortification, but originally I was going to go for a quite baron, minimal composition (in contrast to the rest of the game world to highlight the scene's importance?) and am not sure if extra structures will detract from that. Also need to keep asset count on check as I'll be out for a week during the comp!
i like the look of the machines
i can already imagine -though i will probably be surprised- how great this piece will come out.
keep it up.
hey thanks, hope to get it done!
So I made a quick papermap to block out a basic gameplay idea to help with the 3d blockmesh. It involves avoiding sentry fire, disabling each sentry while fighting bad guys, and then finally interacting with the centrepiece before the sentries boot up their failsafe power where the player is forced to use brute force to take them out. Simple but has given me ideas on the ground pieces, secondary structures etc. Will show terrain and player entry to gameplay area when I do the blockmesh.
I'm expecting great things from this entry!
I've also been hacking away at a test model for the machines, but have hit some roadblocks with functionality (realistic pivots/movement and too much top-end weight) but will have something soon...
couple thoughts: you might be able to get away with even more lean if you integrated some kind of hydraulic looking thing going from the top at the front to the ground at the back, and it wouldnt do much change to the silhouette (might add to it even). I love how hunched over they are, seems like they're intently staring at the artifact.
second thing, I think your gun designs could be more interesting, at the moment its more your average google images for minigun.. the silhouettes in the concept look like big fat jet turbines, which is pretty cool.. I reckon see if you can't make a bigger feature out of them
Not sure crazyfingers, will have another look but went this direction after it all looked too damn heavy. Think, lunch, draw..
edit: little update to concept
i don't know... i just really liked the vastness of the concept.
keepo it up though, will probably be a great entry!