Thursday, January 30, 2014

Rough Isometric Map: First Pass

We're taking our first maps, and giving them a bit of a twist on the third dimension. This is a rough view of how the track might look, curve, rise and fall in 3 dimensional space.


PRODUCTION TIME IS RIGHT AROUND THE CORNER. TIME TO GET PSYCHED.


http://www.reactiongifs.com/wp-content/uploads/2013/07/Super-Saiyan.gif

Monday, January 27, 2014

The Power of Play

During my last History of Game Art class, our teacher played us a fantastic TED Talk by Staurt Brown. Here he explains how "play" is more than just a simple recreational activity. It is a vital part of the human's cognitive and social development and well being. I could talk all day about it, but why not go give it a view instead?

Map Minimization and Beat Sheets

Process work continued:

-Diminished the size of the racetrack
-Beat-sheets created






More updates coming soon!

Thursday, January 23, 2014

Obstacle Ideas, Preliminary Map, and Inspirational Images.

As mentioned on my previous post, our next project is going to involve the creations of obstacles for the player to interact within the race track level. Below is a preliminary map and obstacle ideas for the current level design:




And lets not forget some inspirational imagery to keep that idea spark alive and burning:











More info coming soon...

Wednesday, January 22, 2014

New Semester, New Project! Racing Game Preparations

After a speedy winter break, it's back to working on our next Game Art project. This time, we'll be working on developing a racing game! From modeling and rigging vehicles to programming traps, to designing our own race courses, this project definitely promises a lot of novel and exhilarating challenges.

So first thing's first. In order to have a solid concept, you have to do some solid research. Whether it's from real life, movies, or preexisting video games, it's important to take this time to search every resource around you for elements and ideas that can enrich your level concept. One of the gaming elements we'll be working with is creating virtual obstacles. These may involve, stunts, traps, and any other mechanism that can either help or hinder a player. And, since we're doing a racing game, what better source to learn from than crazy car stunts and racing videogames! Here's a few videos that inspired/helped me out during my research:

Real Life Examples:




Video Game Examples:



More research and preproduction posts coming soon! Stay tuned!