Hello All,
Just thought I'd post some imagery for a project I've been working on for the past couple of years during my spare time. I posted most of this imagery at Eat3D's forum, but since I know Polycount has some amazing talent that probably doesn't visit Eat3D's site much (if ever) I wanted to get the oppinion of those people as well!
I've been planning to use UDK for the game, and gradually learning the ins-and-outs through Eat3D's great collection of tutorials specifically relating to UDK. Hopefully the latest one by Hourences will be the "final nail in the coffin," as the game being made, named PISCES, is meant to launch on iOS devices (and the latest UDK tutorial deals with setting that up!)
As I mentioned, the game's called PISCES and it's slated to be a first-person shooter. I've been building assets for a long time, and it's nearing completion... but I thought I'd throw it up on this thread before converting the high-rez Maya models down to low-poly UDK in-game models. It's always helpful to get people's input/opinions, especially after working on the project this long (you tend to get "blinders" as an artist after working on something).
I've been planning to launch a Kickstarter crowd-funding page as well for the project as well as an official website), in an effort to get this project finished, but as I said, I'm really looking for the gamer/game-design community's opinions first. So, please, the more feedback the better!
As a general background on the project, it first started out under the working title "SKUNK WORK"... and so any imagery you see below with that name is from an earlier state in the production-process. The game takes place at the "end of Atlantis"... but it's not the Atlantis most people think of. There aren't fancy sea-shells and sea-horse designs everywhere... it's supposed to be a sort of truly technologically advanced-civilization that has erie resemblances to today's modern architecture and technologies. I always liked the notion of time repeating itself... being cyclical. The idea that what happens today or what has been designed/engineered has been created in the past, thousands of years ago, and that humanity just sort of "forgets" over eons what we've already accomplished has always been an intriguing concept. I cant give everything away, but that's the basic idea...
Anyway, let me know your thoughts, Polycount community! Any input is great,
-dan rutkowski
Replies
Pisces, on the other hand. Wow, love that costume design, nicely thought out, and she's got a very appealing face. I'm rather keen to see where this ends up
Particularly like the fact that she's not overcrowded with shit if you'll excuse my language nice sleak clean design with some detailed areas and some sleak areas very nice balance very nice contrast.
Don't really no too much about specs for the iOS so won't say much there.
Really loving the story that's quite unique and very refreshing. Obviously you've thought about it for a while so keep it up and go the distance.
Solid modeling and texturing though. I like.
Yeah, I agree with the things you've all had to say so far. I didn't have time this morning to post the other chunks of the project, and so I'll do that now...
A couple people mentioned the "metal spaghetti"-ness of it all, and I'll agree with that. As i mentioned above, the game idea started a couple years ago, and since has evolved a bit (hence the difference in the "game name" shown on the various boards). With that said, I've actually startedd to move a little bit in the slightly cleaner direction. The girl is a decent example of where it's kind of heading... you can see in some of the illustrations below aspects of her design language coming through a bit more. Anyway, take a look, and let me know. Keep the comments coming! Thanks to those who have already responded,
-dan
looking forward to see more
The girl reminds me of Alyx from Half Life. And that's a good thing.
The metal spaghetti thing is a pretty big detractor, but you seemed to have learned some meaty design lessons from those models. Not sure if its worth re-working them, or just starting from scratch. Either way you have a pretty interesting foundation to build from.
In addition to the imagery below, i did want to provide a couple of responses to comments. As far as working on games professionally, no i don't. I'm actually an Industrial Designer by trade... i.e. i'm a product designer at my day-job. Currently i work for a company that designs and builds displays you see in-store actually. I've always wanted to work in the games-industry, but never have as it seems difficult to unless you've worked for a game-company in the past or at very least went to school for it. Hence why I've just been working on this project in my spare time for a while now...
But yes, I did all of the concepting/modeling. Wish i knew how to program too... because right now I'm just trying to use Kismet to control the game.
And yes, it's all done in Maya. And photoshop obviously! But really, all of the imagery (with the exception of the images that specifically say "SKUNK WORK" on them and are rendered-out) are just modified screen-grabs from Maya's Viewport 2.0. That's why there's some goofy-shadowing on the Pisces character in areas. I could have rendered her out, but I figured there's not too much of a point since it's just trying to establish an idea, and not the baked-out low-poly version yet.
As far as trying to shove it all into iOS, I wanted to start with that, as it's a bit simpler to work with than a full-blown mod for UDK on PC. Just figured i'd start with one level... see if anyone liked it. That sort of thing!
Anyhoo... here's the last of a batch of images I was planning to put up. I can certainly work to produce a few wire-frame images too and I'll try to put them up in the next couple of days.
Oh, and the cloth/rubberized "panels" on Pisces' arm could be construed as "noodly"... I agree. I wanted to soften her up with cloth, so that she's not too machine like. I'm still on the fence with a lot of her design. This is actually something like the 3rd or fourth itteration of her... so I'll post the imagery of her from one generation before. Abandoned that design because it was SO dark and didn't make her come across as human or soft/feminine.
Keep any comments coming! I am taking note!
Would love to see more of your concepts turn into a full game. (Though, I guess if you're getting paid bank being a Product Designer, then that's not a bad job either.
Glad to see you're working on making it cleaner - when I first saw it the first thing that stuck out to me is how visually cluttered some of the pieces are, making them hard to read. But overall I freaking absolutely love your style.
Subscribed and looking forward to more.
really fresh looks
dig it
Only thing im missing is some understand for all of this, it feels kindof random at times. Sutch as the guns are missing the key points which makes it a gun, like a proper handle that looks comftable etc, things that you would expect even if it has crazy tech and artstyle.
Keep it up this is absolutely awesome!
How come in your last image post you've said it's going to be a brawler game?
Also I think the environmental colour schemes great but as your character has the same colour scheme don't you think she'll just get lost against the background?
Just a thought
Just my two cents.