Friday, May 10, 2013

Last Weekly Reflection

Unfortunately, this will be my last day working on it, at least for awhile. But what i did accomplish is making my pillar to fit the level design, which will be handed over to my friend/ partner for the project, Marek. One of the main obstacles of making the pillar was to make it in my own design. It was a little difficult at first because i didn't know what to base it off of. And then it hit me. Similar to a Ratchet and Clank future design, it has the quality of being a well designed pillar for the outside of the base. I hope that the Unity 3D program will fulfill both my friend and i a hefty quantity of content to expand the design and have the level come to life!

Monday, May 6, 2013

Weekly Goal 2

I hope to have completed my pillar and finally import some of my work into Unity 3D. It may seem that  i will not get that far into it considering i only have a few days left, but i will work my hardest to try to implement my work. As of right now, it is more polishing and creating various objects for the level design than anything else. I will hope to share what i have before tuesday of next week.

Thursday, May 2, 2013

Week Reflection 1

Yes i did accomplish my goal for the week. I got a little bit farther than i expected to and changed around somethings that were due in the future. The only true challenge i had with this was trying to make different designs for pillars on the outside of the facility. All in all, it went according to the plan and i will continue to improve on some of the work i had previously done.

Tuesday, April 30, 2013

Weekly Goal 1

This week, by the end of thursday, i should accomplish perfecting my Cyborg Bird model and start to create the ground and texture outside of the building. Though this is probably a rough idea on what should be done, it may not be guaranteed if their are obstacles in the way. The texture pertains to what the ground on the outside would look like. Possibly have the grass paint effect done on it as well.

Friday, April 26, 2013

Sketches!

Logo design for outside of building.
Possible robot designs in level.

First layout of level design.

Breakdown


April 26th: Fix up current models
April 30th: Start working on building model with part of logo
May 2nd:  Finish the building model
May 6th: Start the outside area in front of the facility
May 8th: Continue to polish the outside front of the facility
May 10th: Finally finish the outside, and import all to Unity.

         As long as everything goes according to plan, this is how it should go.

Tuesday, April 16, 2013

Three Inspirational Images






Proposal


What I have planned to complete by May 10th is to make a couple worker models to be interacting with the environment, make the outside part of the facility including a logo that will represent it. I will also try to make the docking bay present. For my partner, and I, I expect to be completed with at least have the level design completed. Though I will not be doing everything by myself, each part of the level will have our work put together, composing of the level design itself.

What is original about our piece of idea is the recreation in our own image about a futuristic mining facility. The style of it will be a cross over between realism and the cartoon world. The video game created by Insomniac, Ratchet and Clank, is what inspired me to make a similar type of level concept. My motivation comes from me wanting to be a video game designer in the future. This type of software used and models made will help me get closer to what I want to achieve and improve on in college. This will be an opportunity to challenge my own capabilities, and as well as my artistic value into the current project, and future ones.    

Art Analysis





In this picture, it shows the outside layer of a level design. It is clearly inspired off of a factory like level or scene from a movie. The over all lighting is bright and it contrasts with the blue and other various colors that are in the picture. It seems like the central relay station is right in the circle. The over all environment seems like it is on a side of a snowy mountain, most likely during the winter. This whole scene depicts some sort of mining facility or machine assembly. The artist may be providing an example of what future mining or machine assembly lines look like. It could possibly be an over exaggeration of what it seems like today, but in a futuristic way.

Some of the things that could have inspired the artist include movies, videogames, every day life by a facility, etc. I do not think this has a significant emotion to it, other than awe-inspiring. Though it is just a facility of some assortment, it is a graphically eye capturing picture with much more detail than meets the eye. I truly believe that this style has been picked to thoroughly identify the complex part of society, or simply related to a videogame that the artist might enjoy. It luridly shows not only the environment, but shows a story behind it. It looks more realistic in this style, rather than unadorned cartoons style that everyone likes to draw or paint.

The significance and function of the work is to describe a astounding scenery such as this on a mountainside. This picture can solely relate to people looking at this, whether it is personal or society. It is suppose to make you think about the scene. Is it showing you the optimistic view on a normal facility? Or is it telling a compelling story about a fantasy story inspired by the media? It can contribute to the community in numerous ways. But it is an inspiring piece of work that society can be inspired from. One key part of society that has had analogous ideas like this one, are videogames companies. This image reminds me of a concept art made before the genuine 3D animation of any video game made. Both the artist and the companies can strictly relate in art. This piece is very parallel to what I am going to do. Just like this image, my scene will also be based on a facility, but a mining environment. It is going to be just as futuristic as the image the artist has made. What is going to be different is the setting. My mining facility will be in the dark, with a couple light sources, in some sort of flat grassland/hill. But the universal concept of it will be the immensity of my work. Instead of having a tower in the background and middle part, my level design will have a dome in the background with the mining facility in the middle, with creeping paths leading up to the entrance of the facility. It will have a starting point at a docking bay with a boat and the ocean behind it.