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Friday, March 7, 2014

DESTRUCTION!


So my stunt did not work /entirely/ the way I wanted to, but... Well. Just watch the video.
(Just for the record, the slowing down of the glass isn't because of the FPS, I did it for dramatic effect.)

Friday, February 28, 2014

Apex Destruction!


Building on a stunt in my level where the biome glass shatters.

Tuesday, February 25, 2014

Exploding Goat!

Poor guy just can't get a break.
(He has a helmet on, took it off temporarily for testing reasons)


I programmed the basics for him blowing up: When he hits the ground, a dust texture occurs, and after a while, he explodes. He has yet to get his radial damage working though. Still debating on whether or not I want this thing to cause damage.

Nothing personal....


Here's a short video of my progress.



Monday, February 24, 2014

Game Design: A Racing Level Intro I really Like

Bowser Castle #1 (Remake of the GBA version)


The most recent Mario Kart game, Mario Kart 7 (for the 3DS), has a plethora of good intros. So, I just chose one of my favorite levels as an example.

The different camera angles are broken up into three important views for the player: 
  • an overall, wideshot of the entire level
  • a close-up of an obstacle or mechanic the player will be facing frequently
  • and finally, a view of the start line
Most of the Mario Kart 7 fly-throughs that I watched maintain this basic formula. A good thing to keep in mind for when I compose my matinees.

Friday, February 21, 2014

Explosive Idea

Explosive garden goat ...gnomes?
In my concept art I drew some goats on the side of the hill. Since I designed my level as an alien residency/care center, I thought it'd be funny to have something designed around the animals that live there.

Thursday, January 23, 2014

First Pass - Level Design and Stunt Research


New year new start! This year's project is a small scope racing level. Pre-production time.

Lately, I've been influenced by bright, colorful enviroments... Particularly scenes seen in the mountains.
When I went home for winter break (I live in Virginia), I noticed the colors of the tundra-y environment were amazing, and rarely captured. (At least in my opinion.)
Dark, dark sky with bright oranges, faded greens and yellows with a bit of white. These are things that I want to represent in my level.


With our spaceship theme, I struggled a bit trying to figure out how to incorporate something like this with a... spacestation. After looking through a few books, I noticed that a lot of mountainous regions have the same color schemes, and AMAZING shots above the clouds.



So... I decided to do a biome-esque level with a racetrack/landing pad sort of design incorporated in it.
My concept art so far... Aaaand... My Isometric first pass:

More to come!


Monday, November 25, 2013

Commercial Storyboard


Storyboarding thumbnails for a commercial about the board game we created.
Going to have lots of cheesy premiere animations.