Monday, November 4, 2013

JR Maze - Final Model





            This is the final version of the maze. Due to the way I drew my plans out, it didn't end up fitting the grid, so it was more difficult to even out the walls and I didn't have the advantage of Maya's Snap-to-Grid feature. Either way, the textures look really good together, and I was able to space out the flower pot walls and doors without it looking too repetitive. The doors are separate objects, but I was able to layers them close enough to the wall so that they don't look odd when viewed from the side. I wasn't able to make a fully looping carpet texture, but the texture still turned out well, as they look like office carpet squares. Overall, it was a little difficult to construct this, but I'm still happy with how everything went together.

Wednesday, October 30, 2013

JR 3D Maze - Base Pieces

  
         These are the current build able pieces for the maze. The textures, for the most part, remain unchanged, but with the floor, ceiling, and the walls now in a tile-friendly resolution. The potted plant was combined with the large wall to create a more interesting repeating patter, as making 3D versions of the potted plants would've been very difficult. The door tile isn't a part of the pattern, as they won't be in every room. They will be manually placed along some of the hallways, to simulate closed doors. I may also place them perpendicular to open doorways, but only if they don't end up blocking some of the hallways. The shorter wall piece is the same shade as the larger wall piece, but the lighting in Maya is making it it look like a different shade.

Monday, October 28, 2013

JR Maze - Concept Final + Textures

 




       This is the final concept and mock-up artwork for my maze. It looks less detailed in terms of color, but I've been to several condos, and the more vivid parts of condo hallways are usually the carpets. The usage of doors reflects the multi-room nature of the maze structures I drew, with some of the doors open for easy access. Aside from that, I decided to add ceiling light and potted plants as decoration. Even though the hallway is intended to have a more basic feel, the light and the plants act as decor to make it more realistic. The metal textures are for other hallways that take place in utility closets, garbage chutes, and vents. The flower pattern is a possible alternate carpet pattern, and I'm thinking of having a carpet pattern for each different difficulty of maze.

Wednesday, October 23, 2013

Maze Concept





     Even though my game is a 2D platformer, I was able to come up with a good concept for a 3D maze set. The scenario is that, during the game, JR has wandered into a beachside complex of condos. He must avoid being seen (as he wandered in instead of using the game, so he doesn’t want to be reported to security), and navigate through the maze of hallways to reach the edge of the property. To reflect a condo-like structure, the mazes have several long corridors with multiple exits in each. In each hallway, only one of these exits allows you to progress, while the rest dead-end into people’s condos! Furthermore, the corridors snake around in the harder version, making it less predictable, but also gives more walls to hide behind (from a gameplay perspective).

Monday, October 21, 2013

JR Pixel Building Final

      This is the final version of the pixel building project. For the design, I decided to go with the original plan, which was to combine the two-floor city restaurant with the wooden, bayou restaurant. Since it has a symmetric and uniform shape, many of the shapes were able to be copied and utilized on multiple floors. I decided to use red boards of wood for the outside of the building because the interior is depicted as using red wood on the title screen. The window covers (slopes with shingles) were another touch I added to mix in the bayou theme. The textures were originally simple-shaded, but the shading became more gradient-like when they were distorted (in order to match the perspective angles), which I thought turned out very nicely and made the pixel textures more detailed. As for the building in game, I plan to give it a neon sign and festive decorations to liven the place up, but for this assignment I decided to focus more on the major details and the structure of the building as a whole. Either way, I'm very happy with how the building turned out.

Wednesday, October 16, 2013

JR Prop Pixel Final

              This is the final version of the prop pixel art. The shading was surprisingly easy to make, using alternating between solid and "checkered" colors of pixel to create the illusion of a gradient while still keeping the general theme of the art. I decided to put the light source around the top right corner. Though, the "round" lighting on the burger bun is to give the illusion of a "round shine", or pseudo-3D effect so it wouldn't look flat. As for the rest of the burger, I didn't want to overload on detail, since the design of the game is simple, but the veins on the lettuce were a more necessary touch. Due to the different ingredients of the burger, I was able to develop a bright palette of vivid colors (with the pseudo gradients making it seem like there are even more colors. Older games used this technique to create the same effect, as palette on older systems were much more limited). Overall, I am very happy with how this has turned out.

Tuesday, October 15, 2013

JR The Game - Building Concept Prop (Week 8)


    I've looked at several BBQ restaurants, and I've narrowed my preferred look down to these three. The First two are more traditional and family-styled, with the second fitting the Southern bayou theme of the game. The third image, however, is another approach I'm considering. The restaurant JR owns, story-wise, is a very popular attraction, so a larger and more club-like building style would reflect the business' success. In order to compromise, I'm thinking of using the ,multi-story architecture of the third image, while using the wooden bayou style of the second image. With all of these elements combined, it will have the successful business vibe while still fitting into the theme of the game. If the brick architecture was kept, it would look out-of-place when grouped with the other wooden buildings and structures.