Week 4 and 5, Security systems online

Hello again!
Due to sickness and a full schedual outside of the production phase i´ve decided to incorperate these two weeks with each other.

With the level boxed out and the core mechanics in place we needed to create some conflict. So a threat is added in the form of a security system.
When trying to come up with a design for the security system there were three features that were important for the main function of the system.
A camera to detect the player when moving in the cameras cone of vision.
An alarm that would sound and give the player feedback that he or she triggered the security system and some form of laser that prevent the player from moving as freely as previously, as there has to be consequences when triggering the alarm.

However the player needs visual cues to what they are up against.
This in some way prevented me from going wild with the design of these parts. This caused some confusion with the art style. Because we are going with a slight futuristic setting, the security system should be in the same, if not more technologically advanced as ”safety” seems to be the most advanced area of technology.
Combined with the fact that other artists already started working on assets that are an interpretation of the art style and setting we documented in the style guide.
This phenomenon most likely occured due to the fact that we did not create any concept are as no one in the team felt comfortable enough to produce good results during the limited time period we had.  After consolidating with our lead artist, i made the decision to go with a more traditional design.

Going with a more traditional design and silhouette of the security system parts, it allow the player to draw resemblence from the real world and figure out its functions.

These are the results:

Security all in one.jpg
The laser is the only part that is not of traditional design and too simple to read.
The gray strip in the middle therefor has a mask where any emissive color can be put.

And some extra technical stuff.
When creating these assets some slight issues occured.
When importing to the unreal engine the metal parts turned black and super reflective. I did not find the problem but worked around it by increasing the roughness of the textures. The camera got seperate mesh IDs for the lenses, main camera and the arm it sits on. This creates some flexability when applying textures to the model, especially the lenses.

That is it for these weeks!
See you next time!

//Oskar

About Oskar Kervefors

2015 Graphics