An Introduction to Void
Welcome to our blog which showcases the work that has been produced for our third year final project entitled 'Void'.
The work on this blog has been created by Caryn Read, Robert Strachan, Andrew Winyard and Catherine Woolley who are attending the University of Wales, Newport studying Computer Games Design.
The pre-production phase of Void has been almost completed, any posts from now on will be focused on the production of the game. There will be updates with images of models and screenshots while the game is in production.
The work on this blog has been created by Caryn Read, Robert Strachan, Andrew Winyard and Catherine Woolley who are attending the University of Wales, Newport studying Computer Games Design.
The pre-production phase of Void has been almost completed, any posts from now on will be focused on the production of the game. There will be updates with images of models and screenshots while the game is in production.
29 May 2009
University of Wales, Newport Graduate Show featuring Void
It was the opening night of the graduate shows at The University of Wales Newport on Friday the 29th of May, which was including the Computer Games Design degree show as well.
For those that were unable to attend here are a couple of photos, there is also a link below to see all the photos that had been taken. (The pictures below are more Void related though)
A Flickr set of all the photos of the graduate show can be found here. Although sadly we didn't get any photos of the food that we had made, either way it was a very successful degree show, we learnt a lot from it.
11 May 2009
Void Lighting Tests
Here are some light tests I did for the first level, The Anemone Sea.
The level itself is not the final build, and many assets are arranged solely to see how light will behave on them at various angles, most notably the orange pads.
These screenshots are taken from Unreal's InEditor Game. The Editor's game mode doesn't access the scripting files that allow our character to be used, so that is why it's first-person.
These screenshots are taken from the game itself, hence why our character is now there.
This is a lighting/material problem we found as a result of the light testing. It has since been rectified.
These are screenshots of the Emerald Cavern. The lighting wasn't my job for this level, so these are only examples of fog testing.
The level itself is not the final build, and many assets are arranged solely to see how light will behave on them at various angles, most notably the orange pads.
These screenshots are taken from Unreal's InEditor Game. The Editor's game mode doesn't access the scripting files that allow our character to be used, so that is why it's first-person.
These screenshots are taken from the game itself, hence why our character is now there.
This is a lighting/material problem we found as a result of the light testing. It has since been rectified.
These are screenshots of the Emerald Cavern. The lighting wasn't my job for this level, so these are only examples of fog testing.
Labels:
Anemone Sea,
Emerald Cavern,
fog tests,
lighting tests,
Void
1 May 2009
Floating Character Model
Here is a spin around of the Floating character along with its current texture.
In total he comes to 7636 tris.
It was modelled and textured by Rob, using Maya, Zbrush and Photoshop.
In total he comes to 7636 tris.
It was modelled and textured by Rob, using Maya, Zbrush and Photoshop.
Labels:
Characters,
Models,
Production,
Shimmering Towers,
Textures
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