Monday, September 30, 2013
WK06 screen design
I wanted to get the skull as the selector switch, while also giving an ere feel to the background by the flashing light. I hope to improve this picture in the future by having the scythe fly in and slash.
Wednesday, September 25, 2013
WK07 title screen
I want to have the city part have changing lights along with the two scythes spinning in place . I want to add a character but i don't know the exact character i want.
Monday, September 23, 2013
WK05 Final Mood Board
I want the colors for my game to be dark and gritty, while keeping earthy colors because the game will be taking place on earth. The dark colors want to compliment the characters personality and origins.
Wednesday, September 18, 2013
Mood Boards
The earthly colors give it a smooth feel but the contrast in the background give it some pop
the sandy colors combined with bright highlights give emotion to the picture
the dark tone sets the mode for the death bringing weaponry
the blacks along with reds give the Reaper a feeling of violence and death
Monday, September 16, 2013
WK03 Game Pitch Final Phase
The game i want to create is going to be called "Grimm Speed". It's going to have fast paced action that allows the player to get a full adrenaline rush when zipping around the city with their 3D Maneuver Gear, and facing giant enemies that rival the size of buildings. I want to have the player feel helplessly small, but have super quick game-play to counter the disability of being so small compared to your enemies.
In Grimm Speed the player takes the role of a Repo-man, which as been sent to earth with one mission. That mission is to repossess the escaped souls by any means necessary even if you have to re-kill your best friend. I want to have the main character be an Anti-hero, because to many games have pure hearted characters it gets kinda old. I want him to be sarcastic and funny while having a "devil may care attitude", and as the main character i want the player to feel the choices he/she makes. Along with this character i want his squad of repo-men to be a cast of characters, each with their own personality so that it makes the game more fun.
When it comes to combat i want the player to have choices whether to upcrade his carrying capacity, damage dealt, weapons, clothes, and even hats, I want the player to have his own experiences with the game. I want to have four basic weapons Dual katanas, a greatsword, dual Daggers and of course a scythe. Each one of these weapons are going to have their own attributes and fighting styles. For Example the sycthe will have a greater damage the dagger but will be slower and be more about spin moves, while the daggers might do less damage they increase player movement speed and evade speed 2 fold so that the player feels light as a feather.
Tuesday, September 10, 2013
Wk02 Rock, Paper, Scissors Final
This is my Final Work, I like to keep this simple. Black and White can be just as effective as color IF used right.
Wednesday, September 4, 2013
Wk02 Rock, Paper, Scissors Concept Phase
Here is my concept art for the project. I looked at the post from Prof. Eric as a sample guide and realized that the work was very good. I tried to be as creative as possible when creating the images, as you can see im not a great artist but I just wanted to get the ideas across to my audience.
Hope i can get some backers in my future projects.
Here are some of the pics i decide to use. Most of them are animated because I like concept art to be fiction and not something palpable, just like the idea of "concept". I feel for a game characters should be more artistic and show a sense of style.
The final result came out to be a little bit lacking but not overall bad for the first time at photoshop. All though the idea of rock, paper, scissors is very simple the designs you can make are infinite.
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