I have proceeded to do more textures. this matches my role by giving the game a darker aesthetic. I also contributed to the team by making guided decisions on the videogames layout.. problems ran into were the layout not corresponding with the signs. this problem was solved by my creating new sign designs. this week's biggest accomplishment was the released prototype. it's fulling to see our team's labor take form, it's getting too near completion. the blueprint of the upcoming task is to cooperate with Collin on Monday to complete UI designs. Tuesdays adjust flashbacks as needed. Wednesday make any new textures needed.
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Working on this game design project taught me the importance of communication. There were sections of work that were stalled and had to be reworked to accommodate the games vision. such as asking clarification for a game design flashback. Adjusting a texture to make it more atmospheric. Teammates being missing so there were no scheduled team meetings. However by planning in advance such as writing task in Trello letting others know when in the future when we are going to be absent. This help minimize penalties by preemptively dealing with future situations.
Progress that has been made this week is game textures and flashbacks. It relates to my position by creating artwork for the game to tell its story. Problems I ran into was keeping it faceless so I set the camera up to keep it hidden. The biggest accomplishment this week is the cabin getting more detailed, It is an important area for the game. It impacts the team by making the game more detailed and completed. The blueprint for this upcoming week is making more flashbacks and textures, Also a videogame logo.
Logo texture Flashback UI layout 2d artist check in 07.
I have created more sketches for future flashbacks. Sent them to the editor. This relates to the position in by team by creating artistic portraits. for the purpose to convey the characters memories(or maybe not). The problems I ran into were conveying the right depiction o the writer thoughts. I solved this issue by having a discussion and feedback from the writer. This week I consider the greatest accomplishment is the cabin it matches the horror's feeling of the game. Is a important location. my up coming projects are finishing up more flashbacks. sketch rough draft final render The progress I have made is a bed flashback and creating building textures. This relates to my position on the team by me creating artistic assets for the videogame visuals. problems I ran into were following the guidelines. the flashbacks require that the characters remain faceless. so I had to set the angles so that the faces remained hidden but the scene looks natural. I consider this week top accomplishment the completion of flashbacks
The stuff I have done this week is creating textures/ I hsave created a spice can texture.I have also worked on game flashbacks. That is relatedto my task by doing art.
The stuff I havee done this week. skecth out flashbacks
This week I have accomplished adjusting and creating textures, such as making textures appear dark or rusted. This relates to my position on the team by creating visuals. I contributed to the team by helping bring immersion to the videogame models. problems I ran into were learning to apply rust visuals to the vehicle. I solved this issue by looking up online guides. The greatest team accomplishment this week was our vehicle it looks like a unique interesting vehicle. Its design color makes it pop out. My blueprint work is to finish flashbacks.
Darkest Dungeon Is a challenging 2d turn based dungeon exploring game. It starts off with a heavy narrative. Was quite expositional. You have warriors coming in to perform battle. The characters descriptions are pretty simple which fits into the narrative as likely you will have to sacrifice heroes to obtain victory. This game requires long term planning skills. You will need to obtain your characters health gear stats weaponry and deal with any ailments that come along the way. You need to budget your currency which is gold to supply your team to survive a dungeon. You need to plan the lineup and which characters you choose the players position determines their move set. The design complements this as all objects are 2d flat with all characters eyes shadowed out. Separating your connection to the characters. The audio is also dark and timed correctly. also provided a walking sound effect for your characters. Its compact the interface placed at the bottom of the screen. Everything is pretty simple and direct. The game difficulty will likely exclude a lot of players. The game never crashed on me. If you enjoy a challenging turn based survival game. I would highly recommend it I give it a four stars.
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Brian Duran Castillo- wannabe digital artist Archives
May 2022
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