My task for this week was to concept as many weapons for the tank as possible. They each have to be as unique as possible so that players can tell who's who from across the map. This is a design concept called silhouette, where you block out all the details of an object. If you can tell what the object is just by it's shadow, then you have a very clear and readable design. Below are my thumbnails for the laser, projectile, and flamethrower turrets.
Sunday, February 26, 2017
Capstone Part 21: The Second Tank Turn-Around
Like the previous week, I worked on the turn-arounds for our second tank. We had the week off from calss, but that didn't stop me from working on it. This tank is based on the WWI British Mark V tank, but with a little more dieselpunk elements added to it. It has more exterior piping and wiring, which is the point. Dieselpunk is very much a dirty science fiction, where things aren't going to be put together in the most aesthetically pleasing or practical ways.
Capstone 20: Tank Turn-Around
In artistic media, a turn-around is full figure drawn from the most important angles, usually front, back, and side. I worked on a turn-around for our first tank, seen below.
This was meticulously planned out, and drew reference from actual WWI and WWII tanks. It features wiring, headlights, and hull armor. The armor is specifically designed to explode outward when hit to redirect bullets away from the hull.
This was meticulously planned out, and drew reference from actual WWI and WWII tanks. It features wiring, headlights, and hull armor. The armor is specifically designed to explode outward when hit to redirect bullets away from the hull.
Capstone Part 19: The Tank Thumbnails
This week, I began to work on several thumbnails for our tanks. Below are 36 concepts for a single tank, with some taking elements from others. While they ultimately weren't chosen, numbers 26 and 27 are my personal favorites. They incorporate some organic shapes into metallic objects, which is very surreal. Numbers 13 and 8 were chosen by the rest of the team, so I'll be doing turn arounds of them.
Capstone Part 18: Sprint Planning
We spent this class period sprint planning, which we're going to have to do a lot of since it's a huge project. Our PO wants to make sure that we get everything planned correctly. I wrote up the entire Art Bible of the game during this part of the project, which can be read here.
Above is an early concept for a tank. It's an exploration of more "vertical" tanks, but ultimately it would just be too out of place for our game. It only has one tread to balance on and looks more like a factory. Maybe it can be reintroduced later in development.
Above is an early concept for a tank. It's an exploration of more "vertical" tanks, but ultimately it would just be too out of place for our game. It only has one tread to balance on and looks more like a factory. Maybe it can be reintroduced later in development.
Capstone Part 17: Dieselpunk
We received our new project for the semester, a multiplayer tank game with networking. As art lead, I begun to develop the look of the game. Originally, we concepted that there would be different factions in the game with different themes, but we can only do one faction in scope. The original faction had a sort of futuristic junkyard feel to them, like someone had built a tank in their garage from rusted parts. We further expanded this idea into a Dieselpunk style.
Dieselpunk, like its predecessor Steampunk, looks into a world where the early 20th century had never ended. It's futuristic technology running on diesel engines.
Dieselpunk, like its predecessor Steampunk, looks into a world where the early 20th century had never ended. It's futuristic technology running on diesel engines.
Subscribe to:
Posts (Atom)