Greybox - Unreal Engine - 3/25/24
This was the next step of our map design, which included replacing existing props in the whitebox with more permanent props. I made some of these props within Unreal Engine while getting a few from the internet. It helped solidify my game's style and gave me a better idea of what my finished map will look like.
Whitebox - Unreal Engine - 3/25/24
This was one of the first steps of designing the map for my game, Turtle Angler. After creating the initial design for the map, I created the terrain within Unreal Engine using modeling tools, and then created some placeholder assets for a few things that will be within the map. This mostly just helps me get an idea of where different objects within my map should be placed, and if I need to change any proportions.
Asset Creation - 3ds Max - 3/25/24
This was a simple project to create a 3d asset to be used within my game. I decided to create a fish in 3ds Max, which wasn't a terribly difficult process. I started with a sphere and used poly editing tools in order to deform it into a fish. It took a little bit to get poly editing figured out after not using 3ds Max for so long, but it ended up being fine.
Mood Board - Photoshop - 10/27/23
This assignment was one of our first steps to creating our own game. I had a good idea of the direction that I wanted to take, and putting this together helped solidify my decisions. I had to find some references with fairly consistent styles, but I also wanted some amount of slight differences so I had a wider scope of what I could work with. Through finding what appealed to me, I found out which style I wanted to go with, and gathered a few more references based on that. I had to make sure to crop each image correctly to show the right parts of each, and I had to use at least some amount of color theory for my color samples.
Game Design Methods Composite - Photoshop - 10/27/23
This project consisted of looking deeper into several games, including both physical and video games. Examining each game and creating these graphics afterwards helped me understand some of the game theory behind each one. Within the images themselves, I enjoyed playing around a bit with fonts and other text effects, giving each one a fairly consistent style matching the game itself. I had to properly incorporate elements from each game, and make sure the charts were properly formatted.
Examining Game Theory Timeline - Photoshop - 10/27/23
This was another project where we looked fairly deep into a game, and prior games that contributed to the evolution of that game's genre. I decided to look more into the evolution of the roguelike genre instead of games with similar gameplay, as those would be difficult to find past a certain date, due to RoR2 being a third person shooter. I enjoyed looking into the evolution of the genre and which games were major steps. Making the graphic itself wasn't really difficult, since this project was mostly research based. It did take some amount of effort to properly format text while keeping it fairly consistent and readable.