This is one of the ideas i have for a jump over the main river that will run through the centre of my level. It will be set of the track maybe down a secret route which only one car would be able to jump one at a time which could make for some interesting gameplay if two or maybe three people are going for it at the same time.
Friday, 9 December 2011
Rough Route
These images are of the first draft of the track showing where water towers will be, shows direction of the vehicles will travel, also shows with color the different regions that will be throughout the level. The light brown or creamy colout is the industrial or town regions which will consist of homes, factorys and such. The green sections will be the mountain tops and forest or rural areas. The blue blobs are where the water towers are going to be, or foe now there rough locations.
Monday, 5 December 2011
A view from above
Tuesday, 29 November 2011
Friday, 25 November 2011
We have light
This is the lamp posts i put together running in the Unreal development kit with an emissive texture. The light itself is produced from the texture which gives off the correct colour of the lamp. There are no other lights in the scene its all from the lamps.
This is the emissive texture i used to create the lights.
This is the emissive texture i used to create the lights.
Friday, 18 November 2011
Valleys and Railways
Just had a thought for the level design. I really like the idea of using a narrow valley with steep hills and tight bends. Was also thinking about having a massive hill in the leek which the car will go down and hopefully pick up some nice speed! Maybe at the end of the level, if the player is still Close to the rest of the pack of racers this downhill Strecth would be fun and exciting fast paced run! Another main feature I would like to put into the level would be a massive viaduct or railway crossing over the whole valley, this may be the key recognisable feature of the level.
Finished Lamp-post (maybe)
Today i finished the lamp-post i was working on. It has been textured and tested withing the UDK. Maybe still more work on the texture itself. Need ti research on how to get glowing or flashing textures in UDK, that what be really nice for the glass. Here is an image of the (maybe) final lamp-post and the texture UV to go with it.
Thursday, 17 November 2011
A quck lamp-post
From doing some research on the blog of Much haste to Igford i found that there are many assets withing the game, one i spotted was a lamp post. From doing research in to 19th century lamp-posts and the ones used in much haste to igofrd, i blocked up a quick model of a lamp-post in Maya.
Monday, 14 November 2011
A town called Todmorden
I was watching a Derren Brown show last night that was being filmed in a place called Todmorden. As i was watching i saw that the town itself was still generally 18th and 19th century styles. I done some research on Tomorden and found some really interesting images that can help represent the fell of Igford.
This image show houses along the canal. it helps show the style of houses that can be represented withing the level. I also thought that a canal could be used in the level to help create danger of falling in, and also i bridge could be added for the cars to go over or even a jump over the canal.
In this image there is a good view of a church steeple which would be a nice touch in the level. This would help people remember it as a unique part of the level because it would be high above most other buildings.
This is a great image of a railway track crossing over the canal. In some of the images i have seen of Igford there is railway tracks. I also like the deign of the bridge, it has the feel of the aqueducts in the game.
This is one of the bridges i talked about earlier that could cross the canal or river. A bridge like this could also be broken which gives players a chance to jump maybe or find another route around.
Other images of the canal, houses and industrial buildings.
The town of Todmorden. This images shows the 19th century style that the game represents. It shows how close the houses are together and narrow streets, which would be good in a game like this, short tight corners can give the player some more difficulty.
This image show houses along the canal. it helps show the style of houses that can be represented withing the level. I also thought that a canal could be used in the level to help create danger of falling in, and also i bridge could be added for the cars to go over or even a jump over the canal.
In this image there is a good view of a church steeple which would be a nice touch in the level. This would help people remember it as a unique part of the level because it would be high above most other buildings.
This is a great image of a railway track crossing over the canal. In some of the images i have seen of Igford there is railway tracks. I also like the deign of the bridge, it has the feel of the aqueducts in the game.
This is one of the bridges i talked about earlier that could cross the canal or river. A bridge like this could also be broken which gives players a chance to jump maybe or find another route around.
Other images of the canal, houses and industrial buildings.
The town of Todmorden. This images shows the 19th century style that the game represents. It shows how close the houses are together and narrow streets, which would be good in a game like this, short tight corners can give the player some more difficulty.
Thursday, 10 November 2011
First post of my first blog
This blog is all about my level and asset design project for my year 2 course at university. The aim of this blog is to record my research and work process For the project throughout the year. The project itself is to design and create a level for a game that is already in production. This game is called 'Much haste to igford' and being developed by Richard Morgan at Evil corporation games. The game itself is a steam punk racing game, here are links to check it out on http://www.facebook.com/igford and http://steampunkracer.blogspot.com
My first task of the project is to research and evaluate the game 'Much as to Igford' itself in detail. This is for me to understand what the game is about and what styles and genre the game uses.
My first task of the project is to research and evaluate the game 'Much as to Igford' itself in detail. This is for me to understand what the game is about and what styles and genre the game uses.
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