On our Friday client session we was awaiting our group client project for the year much the same as the Whitefriargate project we did last year. To find out this time we have a choice of multiple briefs that we can choose to do as an individual as a small team or some were specifically the whole group of nothing so if one person didnt want to then we couldn’t do it.
After some discussion we was directed to the briefs at the new media website, personally I wanted to work in a group but not everyone did so Myself, Phil and David proposed to Gareth that we develop part of the Rabbit Heart project. This would be acceptable as Gareth and Paul our tutors are the clients for this and could give us direct feedback and critique of content that may be used in there game.
With this accepted we chose a concept piece we was actually given a few weeks before the start of second year as a mini brief to up skill. We didnt get past sketches for it as year 2 started and projects started coming in, so this time around we have the chance to develop what we wanted to work on last year. And with the increased experience in our work it should be a nice portfolio piece for all of us.
(These concepts were made by Gareth Sleightholme)
The concepts are for the end of the tutorial level, this is the final step after you exit the cave before the full game. In the concept we have a broken ship, platforms, supports, rock structures, a lift, the rabbit and a vast background environment.
I went and took these concept pieces and did a rough scale reference which would assist us when developing the 3D.
These scales were based on work with Gareth to try figure it out. Much was determined based on the known scale of the rabbit of 16ft so the rock structure height was based off that. I understand looking back at it after out discussions of the concept on Friday that the rock from the platform to the floor is far more than 100ft, I think i had labelled this as 100ft in view possibly but it will be much bigger as we are building an in game environment not just what you can see here at this angle.
In addition to these I had done some sketches of designs for the mechanical structures holding up the platform and the lift.
In the sketches multiple variations of each design was considered to fit the theme of the military organisation that seems to have abandoned the area and many things were quick setup transportable pieces. So from basic blocked supports to hydraulic supports were looked at. My personal focus was towards the hydraulic as its looks the part visually aswell as serving the purpose.
Then the lift designs, the idea would be that the lift lowers the player down to the start of the game after finishing the tutorial level. Therefore animation and mechanisms needed to be considered for the lift. I drew chains, cables, hooks, ropes, sliders and even magnetised lifts. These all be it first sketches of ideas but give a good basis to expand upon.
Moving on we as a team decided to separate the concept into sections for each individual to have. This was done baring in mind what each person was aiming towards for industry. Here is how it was split up:
Phil- Rock Structures (Cave outside/ mountain, archway), Environment Background (vast floor level, possibly forest, river, distant mountains).
David- Supports, Cables/ Fuel Pipe, Other Small Assets (populate area a bit more, possible pickup, toolbox etc.)
Myself- Broken Ship, Platform, Lift.
With Phil he is aiming to be an environment artist and recently worked on rocks, David wants to work in the line of 3D possibly props, and I am working towards being a 3D artist and have experience in vehicle modelling with the cars I have done previously.
Also it should be said with David the fuel pipe/ cables are not in the concept but with the theme of big power cables inside the cave we thought it would be good to continue it to suggest the ship was charging up, also I suggested the Ship could have been refueling but they ran out of fuel and had to abandon it which seemed to be a nice touch agreed by the rest of the team.
In addition to Phil’s goals with speaking to Gareth he was pushing that we dont know what is on the left side of that concept, so we have the freedom to implement a possible gameplay element or nice visual piece. A waterfall was proposed that previously in the level may have had a button that stopped the water flowing revealing a accessible cave underneath with a helpful in game item you would otherwise miss. This idea gave us expansion to develop on, I suggested that with it being a military abandoned area that surely they would have had a storage area so maybe there is a platform you can jump down onto (cant get back up so its a risk taken) that leads you round into a blasted hole in the side of the cave which is the inside of a vault seen in a previous cave room seemingly that you cant get into that holds pickups, potential weapons and additional pieces to your rabbit. To which you can then open the vault from the inside and your back in the cave to navigate your way out again.
Another idea i had that maybe the ship is right on the edge and when you get too close to it (if you do) it falls off the edge, but on the other side of it is a ladder leading down to a hidden location again that could have an item in or a interactive feature for later in the game. The idea is that they want the player to be aware of surroundings, I believe the admiration of the environments gives you experience or health but if you miss it that’s it and you maybe unable to return to that area missing say a helpful survival water vial for later in the game. So the player is rewarded for taking in the surroundings but should you just want to shoot and run your way through the game you can also do that but you may miss helpful items.
So this was separated nicely with portfolio goals in mind and gameplay elements also started to come into it. After the concept was split we went into ideas of gameplay elements more that we could try to implement in engine. I suggested for the lift when you first enter the level it will be flush up against the archway vertically so it seems like a dead end. But a button much like a big red emergency stop for a lift would be under one of the ships wings that you have to crouch down to press lowering the lift making it accessible.
Gareth suggested that he would love to see that when you get close to one of the ships thrusters that a group of birds swarm out and fly off to imply that they had been nesting in there undisturbed for a while.
Then we all agreed that the lift at the end if we could animate it properly it would be nice, to lower the player down from the end of the tutorial into the start of the actual game. This again could be on button press or pressure sensitive when the player steps on the platform so you cant go back if you have missed something.
For Phil’s area the importance on the archway was emphasised by Gareth in the sense that the archways are the games idea of a checkpoint or save, they signify progress but also if you die you return to your previous archway.
With all this considered we called it a day. A Facebook chat has been set up for a strictly Rabbit Heart only communication so that we can relate back to discussions on our work and also keep in touch about to-do’s and deadlines.
The task for next Friday was to have progression on our areas of work this following a design process of course with research and possible sketches then advancement into 3D. A grey block out for layout of the level shall be done using simple shapes to form a plan and key for our environment design and show base progression. As the concept is already done and nearly laid out for us much is done but any added features from us and positioning of assets to scale will be useful as well as colour coding to suggest that that part is interactive and so on.