Archive for November, 2010

Main Menu Design

Posted in 2D Design, 3D Design, Inspiration, Production on November 24, 2010 by Sam Gilmore

Today I began the main menu design and boy has it been a long day. I had a vague outline of what I wanted in terms of looks but didn’t really know how to sugar coat the package.

The first brain nugget that came to me was to have the main menu as a cockpit display from the inside of the pizza delivery boy’s shuttle. We had talked about modelling the interior of the craft early into the start of the project but realistically it’s not going to be done in the time frame so I felt this was a way to shed light some light in that direction but also (and this is where is gets super cool) to give a aerial display of the moon surface and the space station itself.

Another reason for the interior menu was that the whole of our base is going to be looking super high tech in comparison to the low tech budget ship given to our pizza delivery boy protagonist. This design mixes around the ambience of the game (somewhat) and makes the surroundings seem a little more varied.

I based the final design around these menus in particular. You can spot which areas of design I borrowed for the final mockup.

Fallout 3

Blade Runner

Resistance: Fall of Man

Final Design

The black area in the middle will feature a looping video of the space station from orbit.


New Kitchen Furniture

Posted in 3D Design, Production on November 17, 2010 by Sam Gilmore

Here’s some extra kitchen stuff I did this week:


Hand Towels

Coffee Machine

AI Computer Part 1

Posted in 2D Design, 3D Design, Level Design, Motion Graphics, Production, Programming with tags , , , , , , , , on November 15, 2010 by Martin Haythornthwaite

This video shows an InterpActor following the player around the level. In the game this will be an AI computer. I wanted to confirm that it was possible  to create this effect before I started to model the AI mesh. I animated the Actor to rotate by 90 degrees in Matinee and used four triggers to play movie.

This is the Kismet I used to create the movement of the InterpActor.

Kismet for moving InterpActor

Takagishi Welcome Video

Posted in Production on November 8, 2010 by Sam Gilmore

This is the video that plays when you walk close to the front desk in the lobby area of the map. Aside from the background music, it’s pretty close to the final version. I was going for a really cheesy American corporate video with horrible 90’s transitions and viola.  Thanks to Jonathan for recording the voice over for us!

Test Chamber Model

Posted in Production on November 7, 2010 by Sam Gilmore

Started doing this monster today, copied the design from the Splinter Cell conviction model and think its starting to look alright. It’s not going to be operational, just environmental furniture. Wondering what we can put inside it, needs to be something extremely dangerous to all the workers on the station like a copy of Jordans biography or Twilight DVDs.  The UVs and texturing are looking a bit daunting though.

Computer Remodelled

Posted in Inspiration, Production on November 7, 2010 by Sam Gilmore

The first computer I cracked out seemed ok at first, but as the vibe of the station has progressed more to a retro future I wanted a redesign (seeing as this would probably be duplicated several times around the station).

Mr Cronenberg’s, Scanners was on TV recently and for a for the first time in a while I actually watched it past the bit with the exploding head (the highlight of the film in the first 5 minutes). Towards the end of the film the evil guy colluding with Revok gets down and dirty with some tech guys and I couldn’t help but love their computers.

The chunkiness was something I wanted and the creamy off white is a colour that’s so reminiscent of old school computing that it was a given that would be the style of the computers in our station. The keyboard has also been modelled this time around so we can make a nice normal map for UnrealEd.