Wednesday, November 16, 2016

Tuesday, November 15, 2016

Concept Round (Value Pass 01)

For this round I was told to simply create assets for the scene to fill space. I was told to make the scene come to life, create animations to give it movement and the assets need to not stand out too much. These assets were designed to not distract the player, however assets like these are defiantly needed in empty scenes.

Tuesday, November 8, 2016

Concept Round

I created some thumbnails for the flying monkeys in our game. In each one, I completely cleared my mined and changed my approach in order to have a variety of concepts. However, at the same time, holding on to that mindless characteristic we know we want to portray.

Monday, October 31, 2016

Toon Shader and Toon Outlines


Indoor stones for the castle, boulders for outside the castle, the witches throne and a torch for the decor. All using toon shader and toon outline.

Tuesday, October 25, 2016

Shape and Animation Plans for OZ

While my team focused on shape, I was told to pay attention to how the characters would move. We want the witch to move like a serpent's shadow. We want to give her entire body an S curve that would follow her head while still holding the bent over stance. The example of AKU is over expressed however it is the best way to describe what we mean.
Of course the witch will not be able to move this freely but we are going for a loose smooth movement. Almost like water but sticking to her bone structure.
The GIF above is the best example I have of how we want the witch to move.
For the monkeys, we want them to move like they were manufactured soulless creature that need to be kept in line. The Jockey from "Left 4 Dead 2" has this movement we are looking for. We want the monkeys to be hunched over and be animated almost as if it is painful and difficult to move.