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Iron Glaxy Art Test: Breakdown

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      For this project I was  given a great opportunity to take an art test for Iron Galaxy.   Day 1: Reference and Blockout     The first step in my process was to gather reference and get an understanding of what I am modeling.  During my reference gathering phase I set up a few questions to ask myself: How old is the asset? What was the primary function/purpose? What materials were used to create it? Where is the asset located?      With these core questions in mind, I gathered a small pool of reference. My reference covered my core questions as well as a quality benchmark examples for my final deliverables. (By the end of the project my mood board will be broken down into sub sections depending on detail, story telling, and presentation)      For the blockout phase I wanted to get a feel for the scale. The initial size felt too large so I scaled it down about 35%. With the scale reduction the struct...

Glitch Out: Station Core Preproduction to Polish

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Final In-Game Shot      The Station Core is the main power supply of the FSS Hemera. We knew we wanted the space to have depth and feel larger than life. Some of the gameplay mechanics for this area included freezing pipes, recharging the power core, and shooting the ANT bots. With those mechanics in mind, we started developing the space.  Concept Initial Concept      The station core went through many iterations. In the initial concept the station core was cylindrical and too symmetrical while the overall map layout was too confusing. Having the player constantly rotate in a circle to complete objectives was not ideal as it would cause them to tangle themselves in the oculus wires. With the concerns in mind, we did another pass on the room concept. Second Pass       With the new layout we managed to add depth to the environment and add interest without the player feeling overwhelmed. The areas indicated on the legend remained the s...