Fleshing out the weapon idea using an isometric version and real-life examples of technology. The idea I am pursuing is still over the top, but visually reined in, less cartoony and more believable, similar in design to the original Borderlands aesthetic.
This session was to introduce us to the process of high-poly subsurface modelling. The technique was interesting and relatively easy to use. I will certainly be using this technique for my highpoly model assignment.
Whilst I initially was not confident in my skills in using unityscript in my first year, after finding SpeedTutor on youtube, and following his tutorials my competence in the subject certainly increased.
This script is an in-progress script to handle the item collection and raft assembly. The next part of the script I need to add will be something to load a new scene as an end screen
This script is to apply a headbobbing effect to the main camera.
This is a script for applying a floating effect to objects that have a rigidbody component
This script is for an effect wherein if the player looks at an object more than ten metres below them, it pulls the camera back to simulate vertigo.
This is not the entire script, but a section of my player script that facilitates numerous things, such as fall damage, scene fade-in-and-out and respawning.
Having looked at the silhouettes I produced, I chose my five favourites and worked into them a little more. These are all still very low detail, but I am starting to feel a cohesive idea coming together.
Having done these fifteen silhouettes, I decided to dissect the design and list the pros and cons of each design
Minimalistic design, looks generic though
Details and form, however it stems from my go to Sci-Fi aesthetic, not reaching too far.
Aesthetic and concept, maybe looks too ad-hoc
Shape and form is interesting, looks like an angry Duck
Size and scale are interesting, looks cluttered and ad-hoc
Circular main body is interesting but leads to dissonant shapes in the form
length and details, could be a little generic
Concept and overall design is interesting, but maybe needs more work.
interesting aesthetic choice, but not very noticeable
notion of including a backpack is novel, but still looks too ad-hoc
simple blocky shapes, but silhouette is a little bland
sound idea and design, but not very interesting silhouette
size and layout, but purpose is hard to notice
interesting idea, maybe too simplistic
split body, maybe too stocky.
From these. I’m going to draft an idea that I will follow for my continued work on this brief.
The design I use should incorporate simple and distinct shapes to reate a weapon of suitable size and scale that treats the concept and overall chosen aesthetic well, care should be taken to ensure that the silhouette of the final design is interesting visually whilst making the weapons purpose and use clear. Finally it should look purpose built and not too cluttered and ad-hoc.
Minimum of 15 Studies,can include Mechanical studies
Minimum of 5 Variations
For this project, I am aiming for 150 - 200% on quantity of deliverables.
Formative Assessment - 08-12-2014
Final Deadline - 24-04-2015
To start, I produced a mind map of all the weapon types that came to mind, having decided prior that I wouldn’t be producing a Vehicle. The category I ended up choosing is that of a heavy weapon, a la Miniguns, Autocannon’s etc.
To narrow down the concept, I have decided to take the already existing notion of a heavy firearm, and exaggerate it, to produce something conceptually that is incredibly over the top and excessive. The initial inspiration is the weapon wielded by this character I designed. The notion of a single minigun being insufficient, and only being resolved by the addition of more, is the exact ideal I want to present.
Wait no, how generic is that? The Primator, The weapon of choice when you absolutely, definitely, beyond-a-shadow-of-a-doubt need to kill every last person in the room, and maybe the rooms on all sides as well.”
The Primator was designed for a Third Person MMOFPS to be released on PC.