Hey,
I couldn't think of a good thread title, but I am making a game for myself called "Immersion" I want to make this a full out game, but with no gameplay... Meaning I am modeling every asset and every level by myself, its all about art.... why? I need to challenge myself to step outside my comfort zone, I don't want to model single easy props anymore but I want to expand my skills as well. I want to make this thread not only a showcase, but a work in progress seeing if I improve at all. I would love Critism if it has to be harsh then so be it.
The story behind this "Game" is about a Man that was shot and left to die, he suddenly wakes up in a dream and finds out that the only way to wake up is to defeat his fears. The fears will be symbolized by Enemies. So the character would not only be fighting his fears but trying to find out who shot him.
I want a lot of symbolism in this and I am starting off with one room, at a time. I will gather concepts and try to model things off it, but not mimic them 100%.
Thanks and I hope to get some support by this.
Replies
I found this concept by Banderlog on cghub.com. It is like a Waiting Room. This is where the character would find out what happened and such.
http://cghub.com/images/view/90593/
My work in progress is the pillar, I started on this piece because it seemed to pop out at me the most.
Crit welcome.
I do like the wood texture so far though, nice variation and it sells the idea well.
Like nailing down the art-style, answer typical questions and how you go about doing things.
- Do you want it to be a realistic-looking game?
- Do I need to create a blockout? (worry about texture-resolution/texel issues)
- If it's not playable do you have to worry about optimization/budgets?
- How will you convey to the viewer that this is a "dream environment" and not real?
etc etc
Just some good questions to think about.
For example working with a budget that is reasonable for this generation of games seems like a good idea to me. It'll help to give you direction as to how to you can go about creating your textures and assets.
I think everything is looking cool so far, I like the idea of being consistent. I hope you can see this through, good luck man.