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What did you start and never finish? (art wise)

polycounter lvl 20
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MikeF polycounter lvl 20
so here's a new ( i think) twist on the old favorite of "your first 3d".
post any pics/videos of personal, or even professional (nda permitting) projects that you worked on that never saw the light of day.

also, if you feel so inclined, give a brief description of the project, and why it didn't work out.


here's mine.
A couple years ago i wanted to make some sort of ambient rhythmic game to play at group events or parties, the never realized result was "OHM" here's a quick video of a few builds played in succession that i found on my backup drive earlier today. (excuse the terrible audio/editing, purely for example)

[ame="http://www.youtube.com/watch?v=YL_nrqe0XAs&context=C477390dADvjVQa1PpcFM6F8AGAQZSFEBRF6HN-X2vGbQOzc6blBs="]Ohm1.mp4 - YouTube[/ame]

goal: wanted to make some sort of music driven game that anyone in a group setting could jump into, have some fun and leave.

why it failed: Zero programming experience, no musical knowledge, no firm direction, tried to do it all myself.

all in all, it was a great learning project albeit disappointing, I got enough out of it that i was comfortable with the engine from a generalist perspective. The skill set i developed eventually landed me a job, so its a positive end as i see it. i might touch the idea again someday when i have a bit more experience and a few like minded individuals to work with.

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  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    This thread is kind of similar to what you're proposing... people posting stuff they've started but never intended to finish.

    http://www.polycount.com/forum/showthread.php?t=54957
  • Rhinokey
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    Rhinokey polycounter lvl 18
    [ame="http://www.youtube.com/watch?v=XVnYkxbb_hg"]Ultima X: Odyssey GamePlay - YouTube[/ame] never we were doing art contract for this, it never finished because it seemed that origin had no idea what they were doing, they had us making entire huge levels before they even knew if it was 4 player co op missions, or massive multi, it seemed they had no idea what they wanted this game to be. it was just make a lot of art we will figure something out.

    [ame="http://www.youtube.com/watch?v=5pd3_CWezTc"]Imperator Alpha Gameplay 2005 - YouTube[/ame] this porject was a trainwreck. constant design changes an absurd concept that was based off of a terrible movie script the studio head wrote. well into production they still had no idea of basic game play mechanics. the progression from this game to WAR was night and day.



    [ame="http://www.youtube.com/watch?v=0MP0KIFOfUE"]Prime Battle For Dominus - 3 Faction PvP MMO - Gameplay - YouTube[/ame] this ones still in production but i'll place it here cause i dont expect it will se light of day, if it does it will crash pretty fast. this one failed in another instant of someone trying to cash in on that easy mmo money! a web dev place wanting to make a game to get those free millions, so they aparenly find 2 guys at the web place who play games, and poof put them in charge of making a large scale 3 faction mmo with a one year schedule and like 10 employees. it was a trainwreck. aparently tho they demoted those guys an recently hired someone who knows how to manage a team. so theres slim hope. but i think that evena good mmo will have trouble sustaining now days.
  • MagicSugar
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    MagicSugar polycounter lvl 10
    Attempt at an "epic" illustration from 6-7 years ago. Jetpack commando assault on an airbase. This would have served as the under-drawing. When I started to paint I realised my photoshop skills (back then) were deficient for such a composition. I sweated drawing the buildings and perspective (I'm aware of flaws). Now...I'd layout in 3d first using simple block-in geo and make liberal use of Photoshop mask and adjustment layers to "haste" the process:

    layout022dp.jpg
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