Saturday, 28 February 2009

Week Three















This week orthographics have been worked on for our main character and gladiator. The week before saw our base model in engine so now we're fitting it to Dwynwen's size. Found it hard to get to grips with it but i think as characters go she's ok. The mission is now the get her moving in Torque so hopefully everything will flow nicely even though things seem to be getting caught. After she is complete the Gladiator can be worked on and then the horse for our mini game where Dwynwen frees them from the stables as a distraction from the Roman Guards.

Level Design and Documents

So far the pre-production seems to have gone ok, towards the end of week two our game document came togther. This is a document to see how our game is going to take shape. Our level is based in the ancient Caerleon or Isca as it was then- http://groups.google.com/group/cgd4b/web/game-concept-document?hl=en-GB .

Gladiator and Horse










These are images for our Gladiator and for the horses in the garrison stable.

More Dwynwen




















Weeks One and Two

Weeks one and Two saw Team B go into pre-product on. My task through these two weeks was to come up with a design for our lead character Dwynwen. The designs follow the mood boards bellow. I wanted Dywnwen to look fluid and natural, a real creature of the forest, a pixie type of character. We decided that the style should follow something that was reminiscent of Okami and cell shaded games. We looked into many styles and came to a conclusion that whereas Dwynwen looked natural the Romans should follow a blockier look- inspired by mosaic.

Designs went away fine and we decided rather then cluttering her with clothes that she should be naked. The style of the whole game allowed us to make this decision since her body wouldn't be so detailed to see anything. We knew that by making this decision the character risked coming across sexually, thus her design changed further. We gave her a bob, let the Celtic patterns hide her body and put extreme emphasis on her personality. Dwynwen is to be wild and animal like in her mannerisms, to be close to that of a cat. This in effect will flow nicely into animation, with her crawling up to enemies and sneaking around in the darkness. visually we hope to create something that implies the differances betwen te two cultures in the level.


Here are some Pre-production images from those two weeks.

Saturday, 21 February 2009

More mood boards




these are for the horses that Dwynwen unties as part of our gameplay.

Tuesday, 17 February 2009

Week One- Mood boards and concepts






Team B has been given the task of creating an action adventure/RPG game. It is to be based in the Roman age when the empire took over Britain. Our lead character is the celtic tribeswoman Dwynwen. This blog is to document the progress of concept and production.