I was excited to start this brief, working in a team again
excited me and I was ready to get back into work after the Christmas break.
On the first day we all sat around coming up with ideas, we all wanted a broken
transport system like a train that had fallen apart due to an apocalypse and
people had come and built a city out of the containers. Our target was to get
the idea and level layout done straight away so that we could start working on
making the level.
Here were some of the ideas I came up with, I was imagining
a long tunnel with a freight train carrying containers had crashed, and towards
the end the player is forced downwards where the train has fallen off of a
cliff to add verticality to the level.
By about midday we had decided on creating a vertical tunnel
filled with rails carrying containers, we were imagining something like the
door warehouse sequence from Monsters Inc. With that idea down I made a white box
of our level and our level layout was done.
I was assigned to large architectural and hard surface parts
of the level. This time I wasn’t engine person, I would have liked to but
another member of the team wanted to take the engine role this time. With this
project the engine person was assigned to do exclusively engine work so we
should get a lot of good technical engine components in our level. Not being
engine person on this project meant that I could focus on working on my 3D
skills as I don’t really want a career in engine work.
Beginning modelling I wanted to start with the cylinder itself,
to begin with I thought of modelling these massive concrete tiles and arrange
them into a cylinder. Unfortunatly this idea was very tri heavy and as it was
it had gaps between the tiles, the only way to fix that would be to increase
the tri count of each tile to round it off more. But instead I decided to just
create a cylinder and texture the tiles on, this was far less tri intensive and
it didn’t really matter that these tiles weren’t modelled because the player
wouldn’t be getting that close to them during the game.
I then started designing the centre coulomb in 3ds Max
trying to think about how it supports itself and how a lift would work inside
it. I decided for the big metal beams supporting the piller to also be rails in
which the lift uses to move.
The
lift would essentially be a platform that ran vertically along the rails.
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