Tuesday, March 15, 2016
Barrel Challenge
Thursday, March 3, 2016
Barrel Concept
This is a simple sketch of the concept for my "explosive barrel". Instead of a typical exploding barrel it's going to be a locked chest holding an ancient artifact. upon being "unlocked" by the players car it will explode.
This is the visual target it for it in regards to stylization.
This is the visual target it for it in regards to stylization.
Thursday, February 25, 2016
Level Particles
Monday, February 22, 2016
Particle Research
For my racing level I'll need a blue fire that feels pretty icy and mysterious. I used reference from the website imbue FX. Specifically the chapter on fire that's part of a whole system.
This is the reference i used to make some of the fire shapes but i wanted to stylize them so i made it more rounded and less violent.
Monday, February 8, 2016
Racing Level Research
For my racing level I'm thinking of making this mystical ice cave. I want the player to feel like they're going on an adventure each lap. As the laps increase the magical elements will become more prominent, adding a somewhat eerie tone to the level. It's loosely based off of an offset figure 8 but has a bit more banked turns. I want it to take a more stylized look with regards to the geometry of the assets.
![]() |
| This is the color scheme i'm thinking of going with. |
![]() |
| Heres the first draft of the level with some call outs to the stunts. |
![]() | |
| This was just some brain storming for creating this astrological inspired VFX and the stunt which features jumps timed with arcane blasts. |
![]() | |
| This is the starting line which would at the highest point of the ice cavern |
![]() |
| The first turn is pretty wide and descends into the cave. |
![]() |
| This straight away is the first really open space that would be a vista into the ice cave |
![]() |
| This sweeping banked turn climbs up a bit |
![]() | ||
| This is where the stunt occurs and this room would be this large sprawling cavern | the player travels across | a broken bridge. |
![]() |
| These banked turns mark the beginning of the escape, magic blast occur on them |
![]() |
| Before they escape they climb up a steep slope that has ice shards in the sides of it. |
Thursday, January 28, 2016
Final Platformer Level
For Game Design 2 and Programming 1 I designed a platforming level. We were provided with the game mode and character asset, then had to create various moving platforms and hazards. It was a lot of fun and had some challenges along the way. I'm familiar enough to make games in C# for unity so making algorithms for coding wasn't foreign; however learning some of the syntax and flow of blueprint was a bit tricky. But by the end of this assignment I felt really comfortable in it and gained a greater understanding of how it works. Below is the commented code for the spike block. It's pretty simple, it uses a timeline to and some vector math for it's movement. The meshes colors are handled through the timeline and Dynamic Material instances, it's simple animation was done by toggling the viability of certain meshes.
Monday, January 18, 2016
Platformer Level Proposal: Factory Panic
For my level I wanted to play around with moving platforms, spikes and a mechanic that would launch the player upwards. I figured a factory kind of setting would work really well. With the platforms being different machinery parts and conveyor belts. The falling spikes could be pieces of metal falling off of the assembly line and the launch pads could be huge air vents. For this level i really wanted to play around with how these simple mechanics interact. Which is why the first area introduces all of the mechanics but then as the level goes on it gets harder. At first you'll just have to jump onto some moving platforms to get through, but eventually you'll have to use the air vents to get onto a moving platform while avoiding a spike.
Subscribe to:
Posts (Atom)














