BLOCKOUT PROGRESSION
base of the blockout with main events highlighted
town stage 1
tryout with added models
addition of the main focus point
town final stage, in game ready
failed iteration of the initial feedback "would it look better green?"
After making my initial blockout and spending time planning where I wanted the main events to happen and the focus to be on, I tried something new. after placing the main parts down I began envisioning what it would look like and would compare it to what I had sketched up originally. After my original sketch was done and the main events were placed - this already showcases my firs iteration as the first plan was to only have one monster and have the mechanisms turn each part of a singular monster but the map didn't feel dynamic enough hence why I changed the idea.
SHOWCASING GAME MAKING PROCESS STEP BY STEP
design
maya
zbrush
substance
maya
zbrush
substance
unity
zbrush
unity (after rigging with mixamo!)
For a lot of my models I use the base step of sketch, to maya, to zbrush, back to maya, to substance and to unity. But for a lot of the models this is just not realistic and doable, as I quickened my process by sometimes taking out one of the design factors and directly starting in zbrush without consulting maya or substance. I do this throughout the process of making a game but usually not at the start as I like creating a creative base and extending upon that.
I'm very proud to let you know that every model that you see in my game is made by myself! (with the exception of one rock... thank you Ilyas.. haha) I really wanted to challenge myself as I have done this in the first year and last time it took me about 6 weeks to make the same amount of models, and I did all of my models in a week this time. It might seem as excessive but I have big aspirations to get better and to show that I can work in the field as I put (not too much) but just enough pressure to show my eagerness to make sure that I can make models that:
fit my own style
models that I can make and texture within an hour and be game ready (not high poly)
models that fit the same style and are cohesive.
NAVIGATING THE PLAYER THROUGH MY GAME
highlighting the path with a lightsource
a recognizable returning arch leading the path
vfx and an interact button at interactable objects that respond to player input
blocking the player their path forcing them to solve something before being able to continue
interaction with the giant beasts (waterbeam turning off, eye activating, eye rolling back, beast dying)
statues that fill with fresh blue water and make a sound after every complete puzzle