Eclipse Of Existence page button below.
First Steps:
We first discussed what game to choose. Of the four options we decided on The Day Before, due to it being a more modern game. This way we could try to make a semi-realistic scene using our knowledge of blender.
After deciding what game to choose I organised this small section of our Miro board, which gives some basic information including the game we chose, assigned colours, the brief and a rough timeline of where we should be (which was in fact adaptable to how quick we worked).
Mood Board:
Here I gathered a few images to get a general idea of what we want. We decided on a log cabin as there were winter scenes in the trailer for the day before. I also thought that the contrast of the inside fire light against the cold exterior would make the cabin feel like its a safe place. However later on we would design it to be rugged and a little run down whilst still being lit by bright fire and candles keeping. The Image of zombies was to portray the cabin being surround by zombies and so, whilst the inside was safe the outside is not. The shattered glass was an idea I had for later on where during an animation the glass would shatter and the zombies would breach the cabin.
Concept Art:
The concept Art I did was limited, however the main idea was already thought through and so this was just to visualise what a few areas of the scene may look like.
The zombie hands were NOT DRAWN by me but instead were drawn by an individual artist named Padma Sanjaya. I took the zombie hands and erased the dirt, replacing it with wood planks for the floor. I then coloured in the hands and added some shading and tints to make it look less flat.
I also made an outside version of the hands to further portray my idea of having zombies break through the glass and floor.
The inside concept art was drawn by me with pencil, I tried to draw something similar to an image I had gathered for the mood board. (Some of these ideas were later scraped i.e., couch, blanket).
The final concept art I drew was of a barricade we would later make for the windows.
Floor Plan:
Made by David, Simple design with legends to identify where certain main objects will go.
List of assets to make:
We then assigned tasks for each of us to do and each of us made the models and textured them ourselves apart from when certain models either didn't fit with the scene, or needed some geometry fixing etc.
Initially we had only a few assigned tasks, my main ones being the log cabin itself and the environment outside the log cabin. But after I had finished those I added more and more on to it, and therefore creating other objects for the scene.
Research:
The research for the game was very limited due to it being unreleased at the time so I gave some general history of the game and its company. I also gave a brief description of the game and its genre.