Friday 29 April 2016

Splash Screen Animations

Here are the animation videos and editing footage of every splash screen animation for the production trailer, some of the splash screens needed very basic animations like fade ins, the intro animations needed synchronized linear wipe effects with the fade-ins and rotations to give the ninja shuriken effect, the final two will be completed by Friday evening:





GDD repost

http://blackoutdev.blogspot.co.uk/2015/10/games-design-document-for-reference.html

Development Trailer


Promo screenshots and animation video for trailer



Rhys Work -Video Clips,Promotional etc


 Had a number of problems with OBS and recording this week.While I managed to get a few of the ideas despite crashes etc . I'm not really happy with ths footage  and didnt find a good enough way of blending/editing them together how was wanted.In favor of the other Environment shots from engine instead.


Asset:Shipping Container:



WireFrame:

Model:

 

Texture:
 





Asset:Tree :


Model:



Asset:Portal:

Original Model:

Design Change:



Texture Change:





Promotional Poster Design:

After feedback from the group that the original design which had just been a base idea to get one of my sketches into a digital version when last  I showed them we realised that the handpainted look wouldnt work well when increased in size etc.Using help from Vista Print website design tools and designers was able to get the poster design more in line with how was intended shown below.






This is also good for when you have a design your happy with ,as it gives you a preview of what your design would look like on the other Promotional and Business items that they offer on the website aswell.

Examples:

Notebook:                                                                                Mouse Mat:

                                                           






Monday 25 April 2016

Production Trailer - Maya Videos

Using OBS, I was able to create multiple videos which illustrate the process the team took when creating the weapons, this includes using modular pieces to create models and creating variation within Maya, other content will include moodboards and concept work to show the flow of the weapon process.





















Friday 22 April 2016

Trailer Intro Widgets & Splash Screens

Here are the introduction graphics for the production trailer, the designs have been completed but these will also have transitions and animations, we also don't know what final colour to use on the intro widgets as of yet or whether we're using the final orange and purple logo for the game intro splash page, we have a designer working on the dev intro effects as extra work which will ultimately lead to the game intro bit:






















Rhys Work



Redo of the Rock Spire Texture:





This is with the new base texture and was done from scratch also broke up and made the black lines less thick .Working on the black lines making them more like they should be ATM.


Sludge/Poison Projectile :









OK I know that we can just hue shift the water texture from before and use that as the projectile here is the water file I had hue shifted.It definitely needs more adding to it I feel.but if it works when try in level then it should be fine players will be trying to avoid it not stare at it closely.
Promotional:
Here is a update to one of the poster designs from before that had been transferred to digital copy.Obviously I need to clean it up etc but added some text rather than it say project blackout just says blackout at top and bottom .







Production trailer research




Trailer Script

PAUL- Blackout is a first person shooter with RPG and dungeon crawling elements. The game puts the player in the shoes of a character named Joseph Varke, who must embark on a journey to an unknown planet to find his father who has reportedly gone missing.

AARAN- We really wanted to put a lot of character and personality into the weapons
that Varke is using. For example people always remember the BFG in DOOM or the flak cannon in Quake. The way that we achieve this is to give each weapon a distinct look and outline, you can really tell these weapons apart and each one really caters to different people's playstyles.


AARAN- When reducing higher polygon models of our weapons, we found that it gave them a very bulky and basic nature, this was as a happy accident as it tied in with the games art style very well. It really did set the benchmark for the rest of the games style and having a consistent style important within the development of blackout.


AARAN- The modular way of modelling allowed the artists on the team to create variations of the weapons and assets within the Maya world space.


RHYS- With the technology available to us we were able to create an intricate shader within Unreal 4 which we could really cash in on when texturing our weapons and environments.

RHYS- With Joseph Varke embarking on this journey to an unknown planet, we really wanted the player to feel this sense of discovery, but also feel as though they've left their comfort zone the further they venture into the depths of the alien caves. This is represented by the first few areas bearing similarities to that of forests on earth, which slowly change or warp into something more sinister or unfamiliar as the level progresses.

PAUL- Of course with the environment being created, it was up to me to create the enemies or creatures that are to roam them. The creatures needed to fit our blocky art style, but also have the correct anatomy to be believable and very real. So obviously with that extensive research had to be made, how will these creatures stand? How will they attack? How will they move or behave? All of these things required video and photographic referencing.

DAN- Even from an early prototype consisting of red and white primitive cubes, is something that we wanted players to have fun with, and feel a sense of progression and self satisfaction when playing.

DAN- These elements are reflected in the gameplay by having players partake in adrenaline fueled combat by utilising a dash mechanic to dodge attacks, then upgrading their character to deal and take more damage, as well as acquire abilities to assist in combat.

Player arms idle poses


Current status of the idle animations for the weapons. Need to test these within the game to check how they line up with the camera.

-Paul

Minigun nearly finished!



Monday 18 April 2016

Shop UI - Final Design

Here is the final design for the shop UI, the background is a block grey colour that brings out the rest of the design, alot of the design for this came from existing elements, the font will glow and the selection icons will be purple: 





Targets 18/04/16

Dan - Finish time attack and begin poster designs with aaran for the exhibition

Aaran - finish shop and implement into unreal, then begin marketing posters for exhibition

Paul - Complete animations for idle and shooting for player arms - check positioning in relation to in-game camera with the arms in the animations


Rhys - Alien ranger projectile, rework spire rock texture to match current texture quality. Continue with promotional material after discussion with the rest of the team

Easter Update

-Score is now a time trial instead
-Water now does damage over time rather than instant kill
-New arms are starting to be added in
-Changes to boss mechanics, the boss will begin his leap from farther away

-Work nearly finished on 1:1 scale wooden minigun for exhibition





Promotional Work Ideas


Promotional Poster Ideas:






Here are 2 of  the possible promotional poster designs that now have a digital base version and are not just in my sketchbook.These are the only ones of my ideas that I have got around to making digitally.I know their really rough at the minute and need work as well as to add in the text  such as Project Blackout and Flamingo Ninja Studios etc.



Production Video Plan:


Here is a base idea I put forward to the group for the teams Promotional Production Video.However more discussion is needed as to what the final version will be.

Beginning Section:Introduction

The Beginning part of the production video idea was going to include some Project Blackout flavor text and build up to the teams  introductions both self  intros and project intros-Probably didn't need both but this was just rough ideas and most of this is open to discussion and change. 

Middle Section;Interview

The Middle part of the Production video was going to be a form of Interview section.Where the team would discuss questions related to the project in a professional manner .These would probably be edited together so that each member covers a question or 2 in the trailer.The idea included various overlays etc that suited the Blackout style using shapes that can already be found throughout our project.


Ending Section:

This was going to be the section broken down into the different aspects of  character,weapons,environment and engine respectively  that had been worked on in the project.Showing how each area has developed throughout the production of the game.This is most likely going to need discussion and change the most as we  need to show this progression throughout not just in sections.


After Effects Video Idea Base:










Player gun posing update





Current state of the arms holding the guns. Need to give them animation for idle and shooting, and need to test them in engine with the third person camera to see them in relation to the camera's view.

-Paul

Friday 11 March 2016

Shop UI Designs

Here are three shop UI designs done for the shop UI, feedback is required in order to choose a final design, all elements have been saved separately in order to choose a final design, before getting feedback I the scale needs to change drastically, the team prefer the first design better, however, we need more feedback, I took elements and design styles from the in game UI to stay within the same style:










Daniel's Targets 11/03/2016

Rocket Launcher Update:



Oculus Main Menu:


Main Menu with Controller + Mouse Problems:



The controller doesn't work unless the mouse is focused on the UI, if the mouse is focused on the UI, then the mouse is constantly visible, I got the mouse to remove itself from visibility when its staying still, but only if I hold left click whilst doing so (for some unknown reason). But if the mouse is to be hidden, it's not focused on the UI, thus, the controller cannot be used until I click the UI again.


Final player arms version











Final version of the player arms, skinned and rigged now.