Monday, 29 October 2012

Block out and digital overlays.

Video of the Block-out for hanger and communication room.

Original block out screen capture.


















Friday, 26 October 2012

Intro Animation

Storyboard

Screen Captures





Playblast

video

Test Mechanics

Flash light mechanic Test 






Video for Flash light mechanic




Door test mechanic 



Video for Door mechanic 




Saturday, 20 October 2012

CHARACTER DESIGN





After editing my own portrait for a reference image in Photo shop, I have managed to draw up a few ideas for the 'antagonist' character....

Thursday, 18 October 2012

Digital paintings. Stations interior.

                                                                                Electric wires
 Deciding on a colour scheme and shades of darkness where thought of when illustrating for the space stations interior. In order for it to be horrific, the rooms need to be interesting with signs of violence and be fairly dark.
 Playing with different tones of light. I prefure the darker version because it has a more horrific tone to it.

Wednesday, 17 October 2012

Colour Theory

Below is a collection of movie and games that share a similar styles








Monday, 15 October 2012

Game Identity Brief Overview

Survival horror

Environmental weapons

No weapons

space station on lock down

Equipment - Torch - Possible utility tool on Arm

Are game is survival horror set on a space station in lock down. The protagonist is a mechanic with no combat experience. He's average man trapped in situation out of his control. His only weapon against the enemy is the stations systems. To navigate this metal tomb he uses a torch illuminate his way to freedom.

Lockout - Fear - Bullet Storm
















Sunday, 14 October 2012

LEVEL IDEA

I like the hangar idea Alex mentioned in the 'Star Citizen' reference very much, here's a scenario that would be easy to execute in term's of utilising physic's volumes & trigger functions in Kismet without having to compile extra script;

(main goal)- In order to progress further into the station, 
(subgoal)- an automatically locked door is stopping their way because there is no life support on the other side. The player need's to power-up life support in order for it to unlock.The only way to do this is by retrieving a vital object from a docked transport ship in the hangar such as a "FuelCell" (inventory/trigger event),
(crisis/puzzle)-The catch is that the hangar needs to be decompressed in order to get to the ship. So,the player then need's to find a control point (trigger event) in order to seal the hangar from the vacuum (or killzone) outside....
 
(resolution)- The player then use's the "FuelCell" (trigger event) to power-up the life support system allowing the player to progress to an advanced stage in the game.
 
Addition:
To add tension to the (crisis/puzzle) the scenario can be altered by having a limited amount of time (timer event) to retreive the fuel cell, perhaps because of a faulty decompression system? 

Initial Ideas for level. Space station thumbnail drawings.