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Wednesday, 26 November 2014

[Pre-Viz] Ref Images and Models

Spyglass

This is a collection of asset for the scene accompanied with their reference images.

Spyglass



Tuesday, 25 November 2014

[Team] Duck Samurai Weekly Targets - 24th Nov

These targets are for the week of the 24th, all pushing towards the presentation on Friday.

Kyle: Creation of two Merchant Buildings and the concepts for the Tavern interior (Dec Art Target).
Ben: Creation of two Warehouses and the concepts for the Tavern Exterior (Dec Art Target).

Aidan: Finish off the merchant and start on the creation of Flynn's elemental effects.
Aaran: Gauss and Devient model progression & Production of the posters for the level.

Rhys: Player death mechanics, working on the Blueprints and working on the UI.
Mike: Continuation on trying to fix Flynn & overall animation

Friday, 21 November 2014

[Environment] Guard Tower and Gate Progression


Showing the work from earlier this week I have not had a discussion with Aidan and we have decided to change the design of the guard tower making them accessible for the very tall guards. Adding comparisons with human side.


Adding detail to Gate Tower with Pillars 

Progression on new Gate
Progression with Additional Detail

Sorted out the illegal geometry 

[General] Character Gantt Chart - Minor Changes

Aaran Griffiths
[21/11/14]

We made some minor changes to the character gantt chart, the end modelling stage will mark the start of texturing rather than the following week, the last section regarding engine work will be done after christmas OR during the second semester, we have allocated the entirety of engine section (Aside from particles) to work on environment designs/assets and textures alongside character work, here are the changes:


[General] Poster References

Aaran Griffiths
[21/11/14]

Here some reference images I used when designing our posters, like all reference material, these will be condensed into multiple mood boards for the presentation, for secondary referencing, we looked at Bioshock, Fable I, II and III, real life propaganda posters and real industrial/Victorian era posters:



















[Environment] canal progress

the walk ways for the canal have been expanded and now pylons have been added in. The canal barge has been added in for scale and to check if the canal is wide enough and the bridges tall enough for it to pass through.

Wire frame of the canal


Canal without the wire frame to show normal's.


Canal with blocked out buildings for now just to show placement. 


[Concept] War/Propaganda Posters

Aaran Griffiths
[21/11/14]

Here is some progress on the propaganda/war posters, we plan to have 6 of these with 3 variations each in terms of conditioning, we also plan to have 10 produce posters around the game level, these will also have 3 levels of conditioning. I will post font research and primary/secondary referencing later on in the next post. We wanted art deco style of posters with industrial typing. Here is current design progress: