Archive for December, 2010


Posted in 3D Design with tags , , , , , , , on December 27, 2010 by Martin Haythornthwaite

The first area a player will come a cross is the reception. Here I have created a welcome desk, and reception bell. The design of  the desk was to complement the egg chair that I had previously created.

Welcome deskEgg chair

I used the same orange and white design with an elegant curve, topped with dark marble finish. Suitable for any high class space hotel.

The bell is golden and has a functioning ring to it. I engraved the words “welcome”  in Chinese characters using a normal map.

Reception bell

Main Menu Draft Functionality

Posted in 2D Design, 3D Design, Motion Graphics, Production on December 22, 2010 by Sam Gilmore

Here’s a working version of the main menu for the game. I’m still looking to add glows to the menu buttons and main screen, also need to actually model the space station from orbit on the moon’s surface but it’s getting there..,

Office and Lab Furniture

Posted in 3D Design, Production on December 20, 2010 by Sam Gilmore

Here’s some more furniture I’ve been working on. We’ve also completed a digital recording of ‘The Chef’ who will be used in the computer communications monitor (for when the character decides to dial home). It’s looking super juicy! We’re just in the stages of adding sound to that.



Office Chair:

Container #1:

Container #2:


AI Computer Part 2

Posted in Level Design, Production with tags , , , , , , on December 1, 2010 by Martin Haythornthwaite

Today I imported the mesh of the AI computer into the Unreal engine, only to find out that it seems imposable to animate an InterpActor that all ready has animation applied to it using Matinee. I want a hatch on the front of the computer to open so the player can place items inside.

After numerous hours trying different setups in Kismet, I found my self very stuck. It was time for a break, Switching off my computer and starting to make some very tasty wedges for my dinner, I thought of creating a simple bone structure for the mesh and animate it in Maya. I then export the skeletal mesh and the animation into Unreal.

Countless hours later after creating the bone structure, weighting, animating, exporting, importing, setting up in content browser and finally Kismet I got it to work.

Please check out video of final result.