To make Ruin World more diverse, my team decided the npcs should have different coloured clothes. Now there are cyan, green, and red npcs, which could be part of different tribes. In the end, all the npcs will have billboarding code on them, meaning they will always face the in-game camera. I’m not sure if the placement of the npcs will be down to random generation, or if they will be put in certain spots around the map.
For the third npc, i decided to go for a larger design. To make it look like he has a different personality from the others, i tilted his eyes outward slightly. Unlike the other npc, the pattern on his robe is in the middle, this is because it had to be custom made. Also, the reason his hat is small is because there were none his size so he had to borrow one.
During one of our scrums (discussions), my group decided that there should be more npc characters. Each one should be different, but be part of the same species. I drew out a few ideas for how they could look – like a small young npc, a large adult npc, and an old wise npc. Above is the original concept for the young character, i wanted to make it clear that he was given clothes far too big for him, so i made the sleeves trail and cover his shoes. Below is the coloured and shaded version. I had some issues while making him in Photoshop; when i selected an area to colour i must have overlapped the lineart because afterwards there was a bit of pixelation. This won’t be much of an issue in the final environment however, since the camera will see him from a distance and not close up.
- There are infinite lives
- Light lanterns to create checkpoint
- If caught by a monster you die
- Sneaking reduces the noise you make
- The Janitor
The Maw, a huge submarine
Escape the Maw
How the level progresses
- Six wakes up in The Maw
- Six meets a gnome (next to lantern)
- Leeches try to kill Six
- The Janitor chases Six
Storyboarding for games is entirely different than storyboarding for films. In a film you can decide what shot a scene will have (e.g. wide shot showing area, or close up), whereas the camera angle is constantly changing in a game, and the character might be in the wrong place.
Today i worked on one of my tasks for Ruin World. I had the job of drawing out a skybox for the world, this would then be put in Unity so you could look around and see the sky. I used these tutorials below, one to get the skybox dimensions right, and the other to try and draw decent clouds.
When i’d finished and had given the skybox to Adam to test, we noticed a couple of problems. Once in Unity i saw that the seams were clearly visible and their colours didn’t match. This was because i’d used gradients on the sand and the sky. To fix it i used the eyedropper tool to sample colours and then go over the seams with a soft brush. The final version works properly and looks good in Unity, if needed i could add more colour variations to the sky later on.
Today in Matt’s lesson we continued with our 3D asset design. Using the reference images that i gathered last time, i drew out a concept of what my model will look like. As shown above it will have 3 smaller stems attached to the main body, each of which will be segmented, and sharp spines will be dotted all over. I’m not going for complete realism – it will be stylized and only be semi realistic. The next step for me is to start creating a low poly version of the model in Maya.
This is the finished version of the desert nomad for Ruin World. When shading i used multiply layers for shadows and soft light layers for highlights, i usually use luminosity for highlights but for this it would have hidden the lineart. My group decided against animating him, as it might be too ambitious for the time we have, so now we will billboard him and place him in Unity.