Archive for the 2D Design Category

Communications Video With Pizza Boss

Posted in 2D Design, Motion Graphics, Production on January 19, 2011 by Sam Gilmore

Ok. So if you’ve read so far back as our post on the chronology of events for the game (viewable here), you’ll know there’s a part in the game in which our main man has to phone home in order to figure out what to do next.

My good friend William Bloomfield recorded a scene with one of his friends pretending to be the chef for our “Rocket Powered Pizzas” company. The recorded dialogue that came out was hilarious, was pretty hard finding the clip we wanted from the medley of amazingness he sent me. Within the gaming environment is kinda annoying because on the one hand you want to tell a really good story but on the other your faced with possibly annoying the player for making him/her stand idle too long, watching a video or cut sequence. I think we got it just right.

All sounds were created within Logic, visual effects created within After Effects. Remember this is to become a material for one of our computer screens in game, so the aspect ratio has been created portrait for a reason.

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..,

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.

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