Dev-blog 1 PROTOTYPE
Riffs of Resistance
Riffs of Resistance
Initial Game Overview
Riffs of Resistance is a fast paced character action game set in a bustling music themed city of far future.
The streets game are covered in musical elements, while enemies battle to the beat of background music as the player fights their way towards the goal...
It's Game-play is centered around snappy/reactive player inputs resulting in juicy and impactful combat with punchy feeling combat, music and rhythm based QTEs involving the player in the rhythm of the song.
My Contributions
3D Art
As the lead 3D artist i I’ve ended up blocking out about 3 environments with third person fighting game restrictions in mind. Only one of them ended up being implemented due to scope issues.
In order to finalise the chosen level I have developed a sizeable library of kit-bash assets, modular building parts as well as filler environment props like trash, posters and windows which could all be snapped or placed around to quickly fill up the blocked out levels. Each asset was modeled, UV unwrapped and textured by me in the same style to fit the game’s established theme.
After iterating and improving the design based on observations and feedback received, i ended up creating this night-like version of the first level. It clearly needed further polish and lacked a good looking HDRI, but the level design worked well as it led the players towards the end with no issues while incorporating verticality.
Animation / Rigging
On top of creating all 3D visuals fot game, i volunteered to set up a rig and animate the main character's basic move set. By this point in development, i have created a simple character rig, which i used to manually animate about 10 key moves, such as variations of walking, jumping and attacking.
All these moves were synced to a set BPM which allows programmers to sync the moves to the beat of background music later.
Jump
Backward Walk
Light Punch
Heavy Punch
Teamwork and communication
While developing all these assets, i have put much effort into communicating and sharing images of progress with the team to keep them informed on the asset development progress as to receive feedback and criticism as i wanted the assets to fit our team's vision of this game.
I have also worked on a style-guide to assist myself, current and future team members on staying consistent in visual style of our game, as that was a big struggle for us early on in the development of this prototype.
Additional Screenshots
Overall, we did fine for the prototype for the time that was given to us. If i would do this again, id spend much more time on solidifying visual direction, as i don't like how dark the game ended up being in the end. Good thing this game isn't finished yet, and this is only it's first milestone.