Final Level Update

Over the last 2 days I’ve been working on making my level more detailed and interesting to play. I added a ton of new objects, textures, normals, lighting, particles, and much more.  The level is has multiple floors with unique scenes on each floor. I tried to go for a scary horror feel with the lighting and atmosphere but it turned out to be humorous at times, which in itself isn’t bad, because it adds a lot of uniqueness to the floors.

I worked a lot on light and to have it show the player to go where they need to go.

 

I like this room a lot, its really weird and either spooky, or kind of funny I guess because of all the glasses (also peep the glass in the fireplace).

 

This is the starting room, worked a lot on appropriate lighting.

 

Weird room, kinda spooky, sword in the middle, white light again showing the player where to go.

 

Next floor, library kind of thing. The red light and particle system near the bookcase are actually there to help the player progress. That bookcase is a secret entrance to the top floor. (I tried to make it very obvious). Also the model is different for that bookcase and the textures and normals are also different.

 

Player view at the start of the floor, its pretty obvious

 

Leads to this staircase, which leads outside to the roof

 

 

Wowee look at that a blue light illuminating the sword the mouse is looking for. Blue light to show the player if a floating animated sword wasn’t obvious enough

 

Nice view of the entire level

Overall, I’m impressed with my progress.

I came into this class with virtually no Maya, animation, or unity experience. I’m definitely much better at these programs’ interfaces.

A few things that I would do if I had another week is to add the cats the level and animate them. Next, I would add more animations to objects, kind of make them move around to give off a scarier feel, as well as hitboxes for when these animations would occur.

Another thing I would do is add more clutter and objects to have a more cohesive feel to the entire level. One last thing that I would do is improve on my lighting. I had not worked with lighting much, which led to some problems on my first final project post.

 

 

 

 

 

 

Final

http://users.wpi.edu/~wesuriner/testbuild/index.html

Deleting your environment accidentally can lead to some complications when it comes to trying to get all the requirements for this project. So the environment and build isn’t exactly what I wanted to portray, but grasps the idea I was going for I guess.

I really liked this lighting that I got to work (although it was cooler in the deleted build), I definitely think that the mood aspect is the only one I have going for me since I spent a lot of time on the lighting and composition aspects.

 

Environment progress

Since my game is mainly inside, I won’t have a lot of outside environment in my game.

That being said the times where the outside is visible, like from a window, I want it to give off the same theme as my castle.

I’m going for a dark spooky Gothic feel, and I played around a lot with terrain, lighting, and textures, to see which ones fit best in the environment.

Basically my game is going to be at night time.

The entire castle is gonna be on a plateau surrounded by spooky spiky mountains and other plateaus (that could be part of the level??) to give it a nice scary isolation feel.

Also, for some reason my maya files keep messing up when I send them to the lab computers, so I guess I’m gonna have to make another version of my dead tree there.

Here it is on my pc:

I added like these little strings to look like spider webs I think it looks pretty neat.

Textures and model are hand drawn

Here it is when i export it to the lab computers:

(also I checked, the psd file is literally just one layer with this one texture, for some reason maya hates it on the lab computers, for now just use imagination and replace all the stock trees with the dead ones)

Hopefully I can figure out a way to not make it mess up

 

New and improved sword high detail object

 

So I made a bunch of changes.

First off I got the color scheme to fit my original vision, and I think it turned out pretty well.

I had to redo the hilt completely because it was way too organic to map out a handmade texture, so I had to redo everything for that.

In terms of textures I hand drew all of the Albedo, Normals, and Metallic textures. Overall it fits my original vision of what I wanted.

Also the engraving turned out really well on the blade.

I want to add more detail to the texture of the top part of the hilt but given how many polys it is, it will be difficult to map out the texture for it.

Also metallic maps are super easy to do so that’s good.

Sword texture (not complete)

A few grabs from Unity of my texture on my 3d object.

Few notes, it seems the UV maps are a little distorted and messed up when exporting into Unity.  Also some of the textures come up differently in here, going to have to make some adjustments in the near future

Also to note, the handle should not be shiny, going to have to export that as its own new material to get a leathery feel that it should have.

 

Low Poly Sword for High Poly Model

Sketch

Reference Images

Concept for High poly object:

I liked the idea of a short sword but to me the blades I found in the WAM had pretty bland hilts. The sword I want to make is the sword that the main protagonist uses to summon the undead rat army. I want it to look cooler than the one on display here. I plan to extend the blade, thin it, and add a new hilt. I plan to meticulously detail the hilt and blade when I transfer it over to z-brush for the next project.

Captures:

Higgins Modular Building part 1

Sketch:

My area was a small hexagonal room with a dome roof. not much furniture in it except a fireplace

 

Reference Images

Textures:

Most textures are photo shopped / edited pictures. Some are handmade lie the dark wood texture

Low Poly 3D module parts

-walls are all 16 x 24.  The shape of the building is hexagonal

-The # of subdivisions on the roof are 10 (20 for total sphere)

My plan is to make more objects to add to this small room, since I don’t really have much else to do in terms of replicating it other than the light fixtures, doors, and other small objects that could make the room more interesting.

Another thing to do is improve on the walls and add window fixtures

Royal Mice Game Level Concept

A few screen grabs and sketches on what I want to set out for my first ‘level’ of my level (first floor of the castle)

Maya mock-ups are very basic but get the sense of scale I was going for.

There is a isometric view of what I wanted the atmosphere of the level to be like, at least outside the castle. I also wanted to portray what I wanted the outside of it to look like in terms of scale and height.

The Royal Mice Game Adaptation:

Royalty Restoration

By Will Suriner

Concept:

The Royal Mice is about a large group of rodents that live in the princess’ castle, what I wanted to do to the story is to change the premise of it so that the mice are now on their last legs and are fighting to prevent their extinction.

For my game, I was thinking of making a point and click adventure game with a gothic feel and art style, where making the right decision is crucial to the survival of the mice. It will have a dark and musty color scheme and feel to it, as well as a horror aesthetic.

 

Story:

Max the Magnificent has been slaughtering the mice of castle one by one. However, due to the sheer amount of mice in the castle, the princess has now hired multiple cats to take out the mice. Cadbury, one of the mice queen’s right hand men, is on a very important mission, to get the sword and the horn from the chamber high in one of the towers. This will be their end game, but the trek there won’t be easy.

Max and his squad of mice murderers will do anything to help out their queen, which means ruthlessly track and kill mice as soon as they get the chance. Cadbury must travel up the castle through a multitude of rooms to get to the top and unleash the army of the undead upon Max and his squad.

 

Characters & Key Objects:

Cadbury will be the mouse you will take control of in this game, but other mice may be able to assist you in your adventure.

Other characters will include Max and his squad, which will be the ones you will try to avoid. Some other characters will be small side characters that will give advice on your way to the end goal. These characters are Guinevere the mouse princess, Filthy Francis the young trouble maker, and the Grand Gilbert the Eldest and most wise of the mice.  There will be some other mice you will meet along your journey that will be introduced later in Cadbury’s adventure.

Key objects are both the sword (sword of the dammed) and the horn (hades whistle). These are crucial to help Cadbury summon the dead and help drive out the cats that are now in control of the castle. There are going to be some other objects that will help you along your journey, but are not required to finish the game.

Game play:

This game will be a point and click adventure where your decisions impact the end of the game, and on whether you finish the game at all. The intended audience would be for anyone that is a fan of gothic and dark style games (ex: Dark Souls/Bloodborne, Limbo, Inside), and obviously for anyone who likes point and click games. The player should get a sense of dread and emptiness when playing this game as well as a lingering fear of the predators constantly trying to track you down.

Mock up of a room/ scene: