Big Game Project

I have know started a new course that is named Big Game Project and it’s a production course where we make a game as a group. I I am in a group of 7, 3 programmers, 3 artists and one producer/artist. I have the role of the 3D artist, so i mostly work with making stuff in 3D from the concept art i get or if they ask me for a specific thing i create it. I also animate but im not the main animator in the team.

For the first two weeks and one day we have worked on a several different things. We have needed to figure out the planning and what needs to be done first and then i have started to produce things.

The game is about Mokthar, a djinn that use magic to defeat his foes in this fantasy, adventure game.

The game will play out in a cave for the level we are making for the Gotland game conference. Oh and it have a arabic theme so that explains the names that are coming up.

This is the mesh of Mokthar:

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Then we have the boss Qadher, he a is big guy that have made a cave into his home and suround himself with riches.
Right now it’s only a base mesh so we can animate him before im done with the final mesh. So right now the jewelery and beard is missing along with more polygons so he actually look more like the concept.

I also included a comparison of Qadher and Mokthar so you can see the difference in size.

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He is bigger than Mokthar to look intimidating and dangerous to the player.

I should also probably show the enenmy that i made before the course that are going to be in the game. It is a mix of a angler fish and a spider.

This is Hashara:

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This is a insect/monster that dwell in dark areas, and there is many dark areas in a cave. It can use the angler to lure its enemies close to him where he attacks. If it is a small target like a smaller insect it will just eat it, but if it is a bigger enemy like Mokthar it will shoot fire balls when it attacks to kill him.

I have also worked on animating the boss and testing what we can do with him, but sadly i have not videos or gifs to show.
Another thing i have worked on is to make props for the enviorment and the tutorial area.

I have bout 10 mushrooms and 6 rocks so far, but we will need a lot more rocks of different types. But one thing i made to make it look like we have more rocks then we actually do is make them round and not flat bottoms jsut because they are gonna be sticking out of the ground. So we can rotate them in the game engine to get severall different stones sticking out of the ground from the same mesh. To show what i mean i have prepared 3 screeenshots of the same rock from 3 different angles, but it have more sides it look different from.

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And a mushroom:

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When we started talking about the tutorial in the group we wanted a way to teach the player how to use magic before they go into the cave with all the monsters. So we wanted dummys, but i realised it would look kinda dumb with jsut dummys standing outside a cave opening just so you can shoot magic at them.

So i came with the idea that we would have barricades and signs telling people to keep away. So from a far it would look like someone was guarding the entrance and that you would be killed by coming closer. But when you come closer you see it’s just a dummy/scarecrow. And then the player can test the magic on them to break the barricades and the dummys to get inside the cave.

Here is some of the props:

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The tutorial area will be on a cliff over a big rift in the ground, and as we want to continue with the game and hopefully release the whole thing one day in the future i wanted a way for the player to get there even tho it’s not needed at this point as you will start on the cliff. So i wanted a rope bridge over the rift, but as we dont want to let the player use it at GGC as we wont have anything on the other side i made a broken one.

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The standing cube is representing mokthar.

So if we can continue with the game and people that test it on the GGC floor play it again they will see that the rope bridge is then whole isntead of broken. I wanted it there so it would look like there is more to the game. We will also do something similar at the end, but thats for another time.

This is it for this time, thank you for reading.