Hey there, Sean here!
When entering this project, I was pretty excited. Not only was it the biggest game I'd work on to date, but one of my favorite games came about from a grad level capstone project.
I tend to think of myself more as a worldbuilder and maybe some level design, but I seem to have found myself in the position of creating 3D assets for the weapons, an enemy, and I suspect other items and equipment as we go forward. I'm sure I'll have more of the former as we progress too, but it's an interesting thing to note. I've had to work on my 3D modeling skills more than I would have purely by choice, but class study has given me a boost here. I don't feel that it's something I would plan on going into specifically, but having a background in many things is always wise.
Some of the models have been a challenge, and there are several that have been remade completely or at least partially more than once. One of the best ways to learn is screwing up after all. But some input from the team's been a big help, thanks guys!
Speaking of the team, it's been great working with them so far, and we've managed to begin settling into our roles pretty well, so we know what to expect from each other.
As such, I had the fortune of referencing some excellent concept images for my own work, which can be seen up in the concept art tab. Go on, I'll wait.
Not bad, right?
The point of the technology style, and something I'm working to keep in mind, is that it should be very natural and organic. Not only has this all been all wood and the like, but there are organic elements to each, that lend an interesting flavor and make them very iconic compared to your average generic model #5 sniper rifle. It fits the over all theme of adaptation and evolution in the face of the outside pressures.
I'll go ahead and talk about the weapons we have now. We have a few other toys in mind, but that's for another time, gotta save something for later after all.
My current credits include models for the viper rifle, pillbug gun, toma-hawk, and a ranged snake enemy. These are still early WIP models, and as such are not completely representative of the final product.
When entering this project, I was pretty excited. Not only was it the biggest game I'd work on to date, but one of my favorite games came about from a grad level capstone project.
I tend to think of myself more as a worldbuilder and maybe some level design, but I seem to have found myself in the position of creating 3D assets for the weapons, an enemy, and I suspect other items and equipment as we go forward. I'm sure I'll have more of the former as we progress too, but it's an interesting thing to note. I've had to work on my 3D modeling skills more than I would have purely by choice, but class study has given me a boost here. I don't feel that it's something I would plan on going into specifically, but having a background in many things is always wise.
Some of the models have been a challenge, and there are several that have been remade completely or at least partially more than once. One of the best ways to learn is screwing up after all. But some input from the team's been a big help, thanks guys!
Speaking of the team, it's been great working with them so far, and we've managed to begin settling into our roles pretty well, so we know what to expect from each other.
As such, I had the fortune of referencing some excellent concept images for my own work, which can be seen up in the concept art tab. Go on, I'll wait.
Not bad, right?
The point of the technology style, and something I'm working to keep in mind, is that it should be very natural and organic. Not only has this all been all wood and the like, but there are organic elements to each, that lend an interesting flavor and make them very iconic compared to your average generic model #5 sniper rifle. It fits the over all theme of adaptation and evolution in the face of the outside pressures.
I'll go ahead and talk about the weapons we have now. We have a few other toys in mind, but that's for another time, gotta save something for later after all.
My current credits include models for the viper rifle, pillbug gun, toma-hawk, and a ranged snake enemy. These are still early WIP models, and as such are not completely representative of the final product.
The rifle, as is probably not hard to imagine, is our ranged weapon. Slow and hard hitting, for when you just have to reach out and touch someone. I kinda like the idea of being able to fight corrupted venom with venom. There's two of the design options here, one with a short stock, and one with a longer one
The toma-hawk is more of a mid-range weapon, which should lend itself to some interesting tactics if you learn to toss it at the right angle...
The pillbug gun is the basic starting weapon, and if you think it looks familiar... you might be right. In some ways, we're taking inspiration from the Donkey Kong series, for some of the look and feel.
Mean looking somebody, yeah? As I mentioned, these suckers are content to sit and spit at you from wherever they happen to be hiding. Have fun with that.
But enough talk, I'm sure you have better things to do than listen to me ramble on. But be sure to keep tabs on this blog for fresh updates as they happen!
Fly right,
Sean Ward
But enough talk, I'm sure you have better things to do than listen to me ramble on. But be sure to keep tabs on this blog for fresh updates as they happen!
Fly right,
Sean Ward