TJ Mullins Artwork Process Blog
Tuesday, January 28, 2014
Monday, January 27, 2014
Beat Sheet
Here is a "BeatSheet" for my Racing level I am creating, for the most part it just details some of the views of what the viewer might see.
Wednesday, January 22, 2014
Game Design II Project: Research
This will be the beginning of a semester long endeavor that's covers three core classes. We are going to create a Racing style game. All of the assets that go along with it will be made in 3D Game, and the scripting will be done in Programming for Games class. This post pertains to the background research for the obstacles / stunts for my track as well as a general feel for what the overall look of the environment will be. The class voted on ideas that were pitched for an environment by each individual student, and the one that won the day was an idea for a bioluminescent-ish jungle with tiki ruins scattered about. Below are some ideas for stunts / obstacles for my track
Blobbing would be an awesome mechanic... although a much more rigid form of it. what I have in mind is some sort of way that a large rock could land on a piece of bridge and launch the car over the broken portion of the bridge.
Being able to jump/ step up or down levels of raceway track would be another mechanic I would like to see in my level. Along with all the different ways possible to get a player from point A to B i.e. Ramps, Holes, Bosted Flying, Wall Crawling, etc.
Everyone remember this shot from Star Wars: Return of the Jedi. It is Definitely a Mechanic / Trap I would like to incorporate into my level. Since it is a jungle themed level I will do alot of ref. of Ewok Traps....I love those lil' guys.
A starting Color Scheme for Jungle Raceway. The Time of day will most likely be the "Golden Hour," and the Terrain will be the Jungle.
A rough-out isometric of my Blobbing Mechanic
Concept Statement of Jungle Raceway: "Think Before you Leap"
A little Back story:
In this area there was once, long ago, a Tiki Empire. That civilization was lost, and now all that remains are Tiki Ruins and Traps that may or may not be working. A grand river once ran through the Empire, but now has all but dried up into nothing more than a rocky bed. Nature has taken over and will seek to protect what it has rightfully taken.
A quick Isometric Rough Out of my Raceway.
And finally a few images for inspiration / ref.
Wednesday, October 30, 2013
Hello again everyone,
Here is the Print and Play version of the Game that I have been working on. It is a Hexagon based strategy game with a theme of Nano-Bots vs. Viruses. I hope you all enjoy if / when you play it. Please respond if you like it or not just to let me know what you think.
SHELL GAME
(click here ^)
Here is the Print and Play version of the Game that I have been working on. It is a Hexagon based strategy game with a theme of Nano-Bots vs. Viruses. I hope you all enjoy if / when you play it. Please respond if you like it or not just to let me know what you think.
SHELL GAME
(click here ^)
Sunday, October 13, 2013
Playtest Night
Playtest Feedback:
So a little backstory, I decided to go with a Hex based game that kind of melds Agion, Connect 4, Othello, ...and tic-tac-toe. I call it "Shell." Pretty simple idea involving gaining control or your opponents pieces by way of flipping them to create a 7 tiled 'Shell".
I got a lot of good response from play testing as this is the 6th...7th...8th iteration ( I cant remember anymore) of the game. Most notable to come out of playtest night was a "Can only convert if a string is 3 tiles or less" mechanic (made the games go from avg. 3-5 mins up to an avg 10-15 mins). As well as a Permanent 6 tiles preset to know where players needed to place the first 6 tiles before starting the game.
I very much enjoyed play testing everyone's game. and I am excited to see what comes out of it all.
An image from Playtest night:
So a little backstory, I decided to go with a Hex based game that kind of melds Agion, Connect 4, Othello, ...and tic-tac-toe. I call it "Shell." Pretty simple idea involving gaining control or your opponents pieces by way of flipping them to create a 7 tiled 'Shell".
I got a lot of good response from play testing as this is the 6th...7th...8th iteration ( I cant remember anymore) of the game. Most notable to come out of playtest night was a "Can only convert if a string is 3 tiles or less" mechanic (made the games go from avg. 3-5 mins up to an avg 10-15 mins). As well as a Permanent 6 tiles preset to know where players needed to place the first 6 tiles before starting the game.
I very much enjoyed play testing everyone's game. and I am excited to see what comes out of it all.
An image from Playtest night:
Monday, October 7, 2013
Theme & Concept
For this portion of the "Making a Tabletop Game" assignment we are to develop a working theme and concept statement for your game. I have settled upon the idea of Nanobots vs Bacteria/Virus. there will be an overall red...ish green...ish color scheme for the Organic components and a blue/green color scheme for the robotics.
Concept statement: EPIC BATTLE!!!!......on a molecular scale...
some reference;
Nanobots
Bacteria/Virus:
Concept statement: EPIC BATTLE!!!!......on a molecular scale...
some reference;
Nanobots
Bacteria/Virus:
a game with nanobots as main theme:
Sci-fi movie with Nanobots as main theme:
Thursday, October 3, 2013
Brainstorming Games
This assignment was all about brainstorming games and producing ideas with inspiration. I sat for about 3 hours trying to generate ideas. Many of them seemed good, A game about Djinn powers, one having to do with a jump mechanic, even thought about pup-up games. Overall I think I am going to go with a strategy Battle arena based game about Nanobots.
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