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Survival ProjectBy Katrina Taylor
Perspective artists research.
American James McGee
American McGee is a concept artist for
alice madness returns,Ozombie and
many others. The sense of perspective
is shown in his artwork with the horizon
line and the closer objects to the
viewer. Using multi media of paint and
digital he creates his artworks which
would be considered weird to the
average person. The audience would
be someone who appreciates dark
twists on much loved classics. The
colours used are very dark and gothic
but in some places very bright and
vibrant. In some pictures the aesthetic
is demonic but in others it's more
pastel.
Perspective artist researchPicasso
Picasso used a mix between oil paint and other painting materials and a
shading technique for his perspective pieces (P2) . In some of the drawings
there is an atmosphere of a warm climate and a desert surroundings, the
mood changes in each piece with the use of colour as in some they're
quite light but in others there is a darker tone and mood.
Perspective Drawings
Here are my perspective drawings the first has been done in pencil and the second in
charcoal. They are both in two point perspective.
Threats
Air ~ the air quality will be quite bad at certain times in the day so at them times you need to wear a
bandana so you don't breath in the industrial fumes.
Water ~ drinking the water when not needed will give you cholera. Medicine will be needed within 5
minutes (real time) otherwise you will die.
Food ~ food is hard to come by, will need to be stolen or bought from shops and stalls.
Bread, cheese, Beef, mutton and pork.
Shelter ~ the character has her own home.
Temperature ~ this does not affect the character.
Minecraft has an inventory
that has very low quality
graphics but in a charming
way. The design of the
inventory and graphics are
very blocky, childish and
simple. The overall graphics
are in 3D but are also pixels.
The layout of the inventory
matches with the overall
blocky aesthetic of the game,
the colours are very simple
and are a solid block colour.
The inventory in this game is
used for holding items but it
can also be used to create
some of the basic items in the
game. The overall feel of the
game is shown through the
menu because of how simple
and straightforward the layout
and mechanics are of the
menu.
Resident evil has an
inventory that has semi-
good quality graphics that
go with the post
apocalyptic theme of the
game. The design of the
inventory is made to be like
a mini puzzle itself as
inorder to have the items
they must all fit within the
briefcase the graphics of
the inventory and the game
are both 3D. The colours
used are dark and dirty to
match the style of the
game but the assets in the
inventory are bright so they
stand out. The purpose of
this inventory is to hold
weapons, ammunition and
herbs (health) that you
obtain throughout the
game.
Oblivion has an inventory
that has good graphics
that goes with the
medieval theme of the
game.The design of the
inventory is to look like a
scroll or old parchment.
The graphics of the
inventory are 3D and
stand out from the
background. The colours
that are used are quite
earthy colours to fit in with
the theme of the game
and the environment. The
purpose of this inventory
is to hold weapons,
clothing, food, potions and
also spells.
Here are some of my asset
ideas, they are all different
variations of medicine bottles.
The main element that would be
used for the assets would be
metal and glass as the theme I
wanted to use was steampunk
Each of the drawings were
designed from bits of junk
that we had to pick.
Here are
development
drawing for my
asset all I did
was change the
shape for each
one but they are
all medicine but
just all look
different.
Final design This is my final design, my medical syringe is
made out of welded copper, steel, brass and
glass. The purple liquid (the medicine) will be
crafted out of the mould found on different types
of food found in the game.
This is my asset, my asset is a medical
syringe it relates with my game because in
my environment the theme is Victorian
London and in that time disease was a
major problem
Initial designs
These are my initial ideas
for my menus they are very
blocky and don’t have any
detail
Developments
Here are my development
drawings for my menu there
is some more detail but
over all they are still very
blocky
Final designs
Here are my final
designs for my
menus, I will now
put them on
photoshop and edit
them.
Title screen
This is the title screen for my
game I made this using the tools
in Photoshop. For the sky I used
a large blending brush which
made the colours fade from the
dark orange to the purple, pink
and then to the blue. I also used
another brush to give me the
cloud effect in the sky. For the
brick detail I made a rectangle
brush and then changed the
colour so I could add the detail. I
have also coded my title screen
so when you press the start
button it will take you to the
main menu. I used 11 layers for
this piece and used 4 different
brushes.
Start Menu
This is the start menu for my
game from this menu you will be
able to access the game its self,
the options menu and the
inventory. For this menu I used 7
layers and 3 different, out of the
three brushes used I made two of
them. I made a slim one for the
writing and I also made a cog
brush for the back ground and
the little details. I have also
added the map for my game so
the player knows where they are.
At the bottom left of the screen
there is a symbol for money,
medicine, throwing knives and
bullets.
Pause menu
My pause menu was made
in photoshop using the
normal brush and the cog
one that I made myself.
From here you will be able
to continue the game
access the options,
inventory and also return
back to the main menu.
Settings menu
This is my settings
menu from here you
can adjust the sound
and the brightness.
This was made on
photoshop with the cog
brush and the normal
brush there are 5
different layers.
Inventory
My inventory is meant
to look like a leather
roll up bag that
carries all of the items
you will only be able
to carry 12 items at a
time. I made this on
photoshop and also
used my cog brush.
Health Bar
I made my health bar in
photoshop I used hats to
show the health and the
last two are skulls wearing
hats. I used my made cog
brush for the end I have
also added my character
in the picture frame at the
end. Along the side has a
mini inventory to show
you how much money,
medicine, knives and
bullets you have.
Making a brush
When making a
brush you have to
go to the edit tab,
go down to define
brush preset and
the click okay but
make sure that what
you want your brush
to be is on a clean
new document.
Other brushes that I used
Here are some of the other
brushes I used.
This script is used to go form the
title screen to the main menu.
This script is
used to go
from menu
to menu and
also makes
all the
buttons
work. It
turns the
canvases on
and off so
they show
and hide
through the
game when
needed.
Character design:
Rozabell VonTrinket
Evaluation
In this project I was asked to look at the survival aspect of my game so for example how will temperature
effect the player and also how I can avoid loosing health because of it. The starting point for my research
was to look at existing inventories and menu systems to see what worked best and what designs were
commonly used. When starting my work I needed to consider the theme of my game and what colours and
textures that were going to be used for my menu designs. The artist I mainly looked at was the work of a
concept artist called American McGee I looked at him because I like his unusual art style and creepy way
or drawing, I also looked at Marvel because I like the way the characters are expressed. I personally don’t
think that I took more influence off one than the other, I think I took an equal amount of influence from both
artists. I used a wide range of media in this project as I used traditional drawing that consisted of normal
lead pencil and also charcoal and also digital drawing on Photoshop and a software called Sketchbook. My
development has progressed quite a lot in the above areas as I feel like I have became more confident in
myself and my work. The development that worked the best and that I am pleased with is the development
of my asset and how it went from a normal boring looking medical syringe to a steampunk one. The
strengths in my final design are the modelling as I feel like I am good at that however the weaknesses of
my asset would have to be the texturing as there are seams. I feel like my work communicates my ideas
and designs well however I do think I could improve. I don’t feel like I have managed my time very well as
I don’t think every thing I have done has been done to a good enough standard. Next time I will try to work
faster and do more work at home and during my breaks. The most important thing I have learnt is to not
get distracted and to also do work when set.