15 December 2014

Personal Projects - Trace Libra

After coming back home for Christmas, I managed to find an old sketch pad with some written ideas for game concepts. None of them were particularly in depth or detailed, often just being settings and organisation ideas. The most in depth one was an organisation named Trace Libra. The name was straight up taken from a random name generator and expanded upon from there.

The Trace part of the name infers subtlety, whereas Libra being Latin for scale not only  has connotations with balance but also with escalation in aspects such as a musical scale. 

Having looked at the name itself, the links to subtlety means that more than likely this organisation would be clandestine in it's actions. This then immediately makes me think of the X-COM group from the titular games. The X-COM Group being an international institution means that if Trace Libra were to go in the same direction, it would open up more avenues for customisation or story line.

This would then lead to the question as to what this organisation would do. Most in depth properties play to common themes such as the fear of the unknown or the fear of change etc. Another avenue would be current affairs and scandals, such as the rise of surveillance and the erosion of privacy. Something similar in concept to the Fraternity from the film Wanted, as a nationless order that roots out corruption could be an interesting concept.

Other ideas included Reconnaissance amd Counter Intelligence, which isn't really a suitable idea unless set in a 'new cold war' or suchlike. Then I began to think about them being a Spec-Ops force which would make little sense to have them as a multinational unless they were a mercenary group. To avoid objection and conflict, the foes faced would probably either have to be ambiguously ethnic or non-human to avoid any complaints of being racially-driven. The problem with non-human foes is that it can easily draw comparisons with X-COM

At this point I returned to the idea of X-COM and the idea of the group being high-tech but simultaneously also being at a disadvantage. One idea from this I pondered was to have Trace Libra as a counter force for super heroes/villains. This has its risks, as people generally don't have the emotive connections to new characters, and it would possibly work better with licensed Marvel / DC characters, which come with their own limitations and stipulations. However I think it's a novel, unique sounding premise. This could then lead to a focus less on the killing of such superheroes etc, but instead of capture and detainment, especially as the vehicle of the distrust of super powered characters could be an analogy for cultural racism.  

With a general concept down I began to explore the setting further, with examples such as the late cold war or an alternate timeline, such as Superman: Red Son, the golden age of comics (40's to 50's aesthetic) which would be interesting, but maybe somewhat generic, to the 'twenty minutes into the future' worlds of the Avengers and that of Batman Beyond.

9 December 2014

Scripting II

After reading that all scripts should be posted in full, I have decided to return to the scripts I produced for this group project, and post them verbatim here as text, instead of screenshots. I make no promises that this is the fastest, cleanest or most efficient way To achieve what I set out to do, but it makes sense to me and it works.

Scripting after the break,

Games Mechanic Raft Assets

These three textured assets are to be used on the level as objects that the player has to find in order to assemble a raft so they can escape the flooded city. They are as follows -

- A vandalised UN Aid barrel, the player will have to find numerous barrels to ensure their raft floats properly.

- A spool of cable, to attach objects together

- A large metal grid, which will form the main body of the raft.

All of these assets are fully textured with bump mapping.

8 December 2014

Sketches Page Four

After my formative assessment for this brief, it was brought up that the jump from my sketches to my variations is a little jarring, so I assembled this page to showcase the steps taken to go from the flat design on the third sketch page, to the isometric full-colour version on the variations page.


Following on from my dressing up of my intent, I produced this to explain my palette choices on my model sheet and eventual final piece. 

Intent II

For my Formative assessment, I decided to add some flare to my hand-in by making this small format image for my Intent. Whilst it could do with some small adjustments here and there to make it look a little better and more in depth, it will do for now.

Worldbuilding Supplemental Sketches

These three sets of sketches are from an early stage in the concept, used to flesh out some details and forms. The bottom left was a comparison between over and under shoulder formats, I ended up deciding on overshoulder as the underslung format was too simplistic and had too many removed elements, even if it was more realistic.

Top Right was an ergonomic assessment of the design I had produced, in order to further refine the design and shapes used in the concept.

Bottom right is the evolution of an idea for a rotating foregrip, progressing from an initial design that looked too utilitarian and barebones WWII-esque. This progressed from the same design using sharp angles and triangles, to trimmed down versions, and a design that was a 90ᵒ hoop.

7 December 2014

Worldbuilding Model Sheet WIP

This is a snip taken from the work-in-progress Model Sheet. The formative assessment for this unit is Monday the eighth. Ideally I would have already finished this and at least started the final concept piece. However I have decided to devote the Christmas holiday to producing the final piece and writing my first semester essay.

I chose this specific part of the document, sans notes and annotations to showcase the detail I am going to. the use of guides to place items in the correct place is one way I am trying to ensure that my model sheet is precise.

I am considering filling in the designs with block colours to further differentiate items on the sheet since as is, it's a little hard to work out the specific parts on different views.

4 December 2014

Worldbuilding Pre Model Sheet Notes

After putting some thought into the design I added in some extra details and height variants, I consider this to be the finalised design. Instead of posting this as a blank lineart, I decided to mix it up and add in some extra details to make it look like a blueprint. After this, I shall produce the model sheet for the design.

3 December 2014

Worldbuilding Reflections.

After a discussion with my course lead, which led to some issues with the design being raised such as the flatness of the design and the perspective used. This has led to me to reconsider the design as is. I think before I produce a model sheet I will have to return to the design and add in some further details, I will not produce another set of sketches or designs for the additions and tweaks I am going to do, instead they will be added straight onto the model sheet view of the weapon, with annotations describing the change and the purpose for it.

2 December 2014

Rooftop Project assets

Games Mechanic
Four textured assets for this group project. 
- Metal pole, will be used in the raft and scenery decorations
- Metal girder, which will also be used in a similar fashion
- Background apartment building
- Shower Curtain, which will be used in the raft as a sail
All apart from the building have both texture and bump mapping

1 December 2014

Worldbuilding Variations


Eight of three minimum variations on my weapon design. Lots of different aesthetic ideas, turning the rather plain and dull initial design into numerous different things. I think the final outcome will be some sort of amalgam of the more military designs,