Burning Memory Final Project

Burning Memory is about a Fire Gem named Fleet who is trapped in a snow pit with only eggs. The eggs lead to a door which due to time constraints was not able to code in time. In the end, my significant accomplishment would be I made my first Unity 3D game and I rigged…

Burning Memory – Fleet Current Animations

For Fleet I have set up a basic idle, walk, run, and jump that I plan to use for a run or standing jump. I need to test this out and adjust them within Unity. But I’m pretty happy with the way they turned out. Fleet is a low poly triangle mesh and they have…

Burning Memory – Current Model

Fleet has been given the low poly treatment of having their body triangulate and now is a lot less blocky than before. I also adjusted the colors in order for some of his attributes to pop out more than others. For example, since their pants are in the snow most of the time, maybe a…

Burning Memory – Fleet First Pass

Hey everyone meet Fleet, the brightest gem in the pit. I finally was able to implement my pit colliders and adjust the directional lightings to match up slightly with Fleet’s shiny gem. I used Maya to model Fleet and get the poly distribution with some changes to make them crystal like. I hope to add…

Burning Memory – Finished Environment (There were some complications)

I had just finished up my environment and exported my .unitypackage when suddenly Unity License complications emerged misplacing my environment. This will only take a few hours to place everything back where it was, but it is still sad that the crash happened all because of a conflicting license. But tonight I will update this…

Progress Low Poly – Burning Memory

This weekend I decided to see if I could put color on my objects within Unity, I want to see how the colors interact with the environment and because this is my first time using Unity for 3D games this could go wrong very fast. But currently, I have established a quick technique in Maya…

Texture Practice – Burning Memory

I have been messing around with the Textures in Sampler and have come up with some textures for a more realistic grungey art style than what I am looking for. I have been spending a majority of my time mastering my art direction and form for the more low poly and high definition stylized color…

(OROD)Burning Memory – Modular Kit Development

For the current world I have created a variety of objects that can be used in the environment and can be interchanged with a few adjustments. Right now the more distant objects that the player will not interact with will be far away and the objects which will be closer to the player will be…

Burning Memory – Modular Building Kit Concept

For this game as mentioned before I want to create a low poly colorful environment that is full of different interactable items that share a balance between nature and the unknown. I want to show off some modular building kit ideas and then expand on them in order to create an enjoyable concept. Things like…

Burning Memory Level Design – Oliver Rayner

For the level design, I wanted an open area to explore that was free but had collectibles in order to tell the player about Fleet’s past. I have decided on using letters for audio recollections Fleet will say in their head but will be listened to by the player and the golden eggs for the…

Oliver Design Proposal – Golden Fire

Proposal: Golden Fire came from my experiences in Wyoming and from some concept art I made about a year ago. The player is a fire jewel character who is mysteriously trapped in the bottom of a large hole in the middle of winter and in the middle of the night. I have created fire and…

Oliver (Shard) Rayner – Introduction

Hello people, my name is Oliver but other people also call me Shard, short for Shardonney. I was born in London but grew up in the capital of Rhode Island, Providence. Art currently fits in games I am currently developing and also my goal to become a UX/UI designer. I am mostly self taught in…