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BEAT-EM-UP! | Sean_EG / Robat

For now this post is acting as a placeholder until we come up with a concrete idea, but we do have a few things thought out as of now.

  • We will be using UDK for our project.
  • A lot of inspiration will be drawn from my favorite beat-em-up, Turtles In Time.
  • We're going to use this as practice for making modular environments.
  • We'd like to make use of vertex painting to break up the modularity, and would also like to attempt to set up a master material with the help of Virtuosic's awesome tutorial.

Challenges

  • Fitting everything into the specified texture sizes.
  • Keeping everything modular, without it being too obvious.
  • Still have a old-school feel to it, while using next-gen techniques.
  • Actually completing the challenge while keeping up with school work.

I'm sure we'll come across a lot more challenges along the way, those are just what I can think of off the top of my head.



Good luck to everyone!

Replies

  • Sean VanGorder
    So after discussing it for a bit, Robat and I decided to go with the typical urban street environment. We felt this would go a long way to making it feel like an old school beat-em-up, and it will also work well with a modular workflow.

    Our plan is to make the street seem very rundown and ominous, like its the bad part of town. It will also be a night scene, so we can try to pull off some nice, dynamic lighting effects. Here is a moodboard to establish the type of environment we would like to accomplish.
    moodboard.png
  • Simski
    -snip-

    Never mind, I misinterpreted the purpose of the challenges.
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