Wednesday, October 13, 2010

Brayden Latimer - Lead artist

For the Second project, My responsibilities as Lead artist mainly consisted of the design of all of the assets (so they could later be vectorized by Lana), character design and development (Excluding sparky) and Audio - which included creating custom musical tracks for the character and SFX. However I also gave some support in other aspects of the game such as animation (The final end game cut scene), last minute Game engine troubleshooting before presentation and blog maintenance.

Tuesday, October 12, 2010

5.16am and still going

I've Re created the end animation. Not perfect, but a massive improvement on what we used to have.

12.49am work still continues

We are still working on getting the game ready for presentation. Jobs that have been done include background colour alteration, Asset touch ups, Engine alterations etc. Long night ahead.

Power Meter


Power meter animated

Monday, October 11, 2010

Sunday, October 10, 2010

Update















Making considerable progress today after we switched to a largely WYSIWG-based game engine called 'Edward', at Kah's suggestion.

http://edward.sophiehoulden.com/index.php?title=Main_Page

Should make editing much more rapid since I haven't had any time to devote to scripting since asset management has taken so long.

Mainly waiting on the Level 2 layout and the character atm.


Audio

Disregarding Audio 1 + 2 + 3 and focusing on audio 4. I have gone with a more classical feel to the song trying to portray the characters innocence and "cuteness". Good feedback so far.

Thursday, October 7, 2010

Tuesday, October 5, 2010

Swing bridge Asset

Bucket gondola Asset

Ground.


The silhouetted ground.

New assets


Ferris wheel asset

Basic menu lay-out.


Thoughts:
X Add glow/spark effect
X Color

Clouds.







Platform.

Main re-occurring platform.

Background exploration.




First concept aesthetics

Basic vectorized concept of a look for the game. Mainly focusing on silhouette aesthetics contrasted against an intense colored background.

Second Sketches.










Second sketch for level 1. A more simplistic style, and more suitable for the game we initially wanted to create.
By me and Lana.

First thoughts on level lay-out.



First thought on level lay-out for level 1. As we all decided an old Steampunk, rustic style, would work best for the initial look for the game, my thoughts were to add broken clocks into the level. We later came up with a different, more simplistic approach to the level, realizing too much detail would lead to confusion.

Game Engine

Got level 1 working using Ben's XML-based engine. I still need descriptions of what each asset does so I can make them do things.