BGP – Asset Making

Hi!!

This week has been about filling out the world with 3D graphical assets, maing the game feeling more complete in for GGC. The assets do all follow the Style Guide made by Valdemar, our lead artist. Assets were made in two groups; assets on track and assets off track.

So, first off I will show the on track assets:

booster

Boosters gives the player more speed, and will be placed on the track with a type of hologram that the player can drive through to gain the boost.

clamp
Clamps are used to hold the two tracks together. They are also used in the level design, as everywhere a clamp is positioned the track have a gap, giving the player a far greater time to see and react to the gaps in the track and able to swap to the right track. The arrows indicate on which track the player should drive on to avoid crashing.

start
The ring is used as a start/finish line, it’s round shape goes outside of the track allowing the player to see it from a greater distance, knowing when the lap is soon over. It’s white parts is used as a starting tree using an emissive effect where they are red, then turns yellow and then turns green along with a number countdown from 3.

Barrels
Barrels are supposed to be obstacles on the track slowing the player down and dealing damage if he or she hits them. They are used to give the player reason to swap tracks to keep the speed up.

signs

The red signs are being placed alongside the track, telling the player to look out for sharp turns and in which way he or she needs to turn. The blue ones are supposed to be placed beside the boosters making them more noticeable for the player.

There will be more on track assets in the final game but as this is just a vertical slice of how it can look, and as we are currently having some issues with the collision on the cars, I continued with making off track/environmental assets for a more complete and fulfilled aesthetic of the game.

environmental assets:
I will not explain these as they are not design with that much in mind, but they are together enforcing the overall aesthetic of the game of the rusty, dusty harsh environment of TwinShift.

containers

jumbotrone

crane

windmill

boat

dish

wreckage

These are not all assets but most of them, we will see if i have the time to make more, it would be fun! 🙂
until next post; take care!!

-Lui

 

About Ludwig Lindstål

2013 Graphics