Friday, 11 May 2012

Door in development 2

In this photo is the entire piece completed without the Textures added in. Majors difference is that I have reduced down the number of polygons on different shapes to prevent high rendering shapes as this is for a game engine. Secondly In picture B I have removed unnecessary faces in some of the shapes as they are a waste of memory and will not be seen in the main feature. It is very simple to remove the unnecessary parts. In order to do this you need to select the shape you are working on and right click and depending which one you are doing select either Edges or Face. Here you will be able to select which face or edge you need to remove. Just remember when removing edges from your shape you will need to remove the vertex points that belonged to the shape. You can do this by right clicking and selecting vertex, then you will need to draw a box over the shape to select the entire shape and press delete. You will not need to worry about the other vertices's as they will not be removed.
Below is the final piece of the door unrendered. This shows you all the textures for the shape. Most of the textures have come from ancient Egyptian textures, apart from the flame texture. The aim of my project is create an Egyptian prison. In order to place a texture you need to make a lambert. In order to do this you Right click on the object you want textured and then select assign Favourite material and then select Lambert. This will alow you to place whatever tecture you want. To do this after selecting the lambert attribute there is a section called Common Material Attributes and under the colour sector click on the black and white squared box, this will bring up a menu of different textures and other options. You need to select file in order to place your own textures. Once selected a new window will pop up in the Attributes editor, this will allow you to select what file you will need for your textures.

Wednesday, 9 May 2012

Survival Horror Games from the west.

Dead Space is a third person survival horror released in 2008 developed by EA redwood shores and published by EA.The main designers were Glen Schofiled who is now part of Sledgehammer games and Bret Robbins the creative director of the game. The game follow Issac an engineer who is investigating a distress signal from another ship done by his Girlfriend Nicole. This ship has been infested with a virus that has cause humans to violently attack each other. The dead humans are then turned into creatures known as Necromorphs which then continue to attack other humans to continue the spreading of the virus.
This has been a successful released due to the incredible storyline and the insanely sick deaths that can be impaled onto NPCs and Issac which could lead to characters limbs falling off or being eaten alive and the bottom half of the body being spit out. This creates the standard part of the horror genre. The survival part of this game is avoiding the creature deadly attacks while solving puzzles and finding equipment to improve Issac's weapons and armour suit. This game has a second release and a third one in production. The series has also brought in an animated film and comic book.
Source: Wikipedia.

Bioshock is an first person Survival Horror developed by 2K Boston (now known as Irrational games) and published by 2K games. The game is set in a alternate 1960's underwater city known as rapture. This incredibly great game follows Jack a character who finds a lighthouse which leads to rapture city after a plane crash. Jack is contacted by altas through radio and requests him to stop Ryan by following missions to get close to him. The game also has many different ending depending weather you kill or free people known as little sisters.
This has been a very successful game as it has been a very different type of first person shooter games apart from being a survival horror is the way that the story has been designed.
The game has been heavily influenced by Novelist Ayn Rand and her book "Atlas shrugged". The book gave the developers of the underwater city to escape the crumbling society. It has also help create two type of characters; The creator and The destroyer. The creator is of course the person who built the rapture city. However the destroyer is very mysterious character. The mian quote in part of the game "Would you kindly" Was influenced from the film The usual suspect as it was spoken in the final scene of the film.
Sources: Wikipedia, IGN, 2K Games website, Overthinkingit.com

Alan Wake is a third person shooter psychological thriller action game developed by Remedy Entertainment and published by Microsoft Game Studios. Released in 2010. The story follows bestselling thriller novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small fictional town of Bright Falls, Washington, all while experiencing events from the plot in his latest novel, which he cannot remember writing, coming to life. The design of the environment is light and almost welcoming but with a hint of something hidden away, like the town of Bright Falls (where the game is set) is hiding something, which it is. You find out later that there are a few places in the world where reality and dreams/fiction are almost the same thing, and Bright falls in on this fault line, so to speak.
When the darkness comes along, like night, the whole place has a kinda bluey/black undertone that makes the darkness seem more threatening, especially when around the things it's taken over
The same kind of shimmer is almost everywhere, and it takes over a slight smoky texture too. The darkness is...dark, misty, almost transparent, and it shakes an shimmers around those it controls.
Sources: Wikipedia and Craig Johnson

Tuesday, 8 May 2012

Doors, Doors and more Doors!

After choosing which game to model a door for I decided to play the game (which I have done before many years ago and now have it thanks to steam) I went through some of the levels to choose the correct style of door. I decided to choose a prison door from the first chapter of the game.
The door is very basic and the surrounding to it are very nice to work with. I believe I can re-create this door with the skills I have learnt so far. Of course the second part of the project is to texture the whole door and place lighting which I sure will make it look better.

Concept Work

Here is my quick concept art drawing that I did for my Door project. Here you can see the front view and the 3/4 view of my door. It is a Egyptian prison door that is based from Serious Sam 2. The door is pushed more behind the walls that hold it, you can also see that it is old as there are vines growing on the walls and in front of the door. The fire place is there as a lighting source but like the walls and the door, it will be textured in. 

Contextual Studies: The Hills are silent

Firstly can you undertsand the cheeky pun? If not you'll find out :)
As part of our contextual studies we are to research the infulences of games between the Eastern and the western countries, aka Japan and american. Our main target to chose is Silent Hill (Now understand the pun!) The first silent Hill game was released in 1999 on the PS1 by Konami which of course is an japanese games company (and a bloody one if I have to say). The game is a 3rd person survial horror. Since its release there has been a film released in 2006 and a novel as well in 2001. Another famous Surival Horror game was Resident Evil developed by Capcom, another Japanese gaming company. This game was released 3 years before Silent Hill and follows  the same path as Silent Hill with the 3rd person shooter style.

Sunday, 6 May 2012

Survival Horror: What is it?

Survival horror is a subgenre of action-adventure video games inspired by horror fiction. Although combat can be a part of the gameplay, the player is made to feel less powerful than in typical action games, because of limited ammunition, health, speed, or other limitations. The player is also challenged to find items that unlock the path to new areas, and solve puzzles at certain locations. Games make use of strong horror themes, and the player is often challenged to navigate dark maze-like environments, and react to unexpected attacks from enemies.
The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home. The name has been used since then for games with similar gameplay, and has been retroactively applied to games as old as Haunted House from 1982. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games, which has led game journalists to question whether long-standing survival horror franchises have abandoned the genre. Still, the survival horror genre has persisted in one form or another, though with Resident Evil 6, Capcom has called this departure "dramatic horror."
Source found: http://en.wikipedia.org/wiki/Survival_horror

Friday, 4 May 2012

Door in development. 1


This screen shot is the basic set up for my door model. It follows basic shapes and a little bit of subtraction in order to fit the pipes as I aim to follow a ancient Egyptian prison style.



This picture is a followed up improved Version of the prison door. I have added a door handle made of a sphere and a cylinder. I have also built two fire places. This was built by building a simple cube and extruding it to create another two faces. The first face was then made smaller to create an indent between the main fire pot and the block that is holding it up.