The game has been reviewed, we are ready to publish the game onto X-Box Live Indie Games whenever we can! I just want to thank my team for helping me learn so much in this class, as well as my teachers for pushing me to work harder than I have before. It was great being a part of this program, and I cannot wait for what is out there for me.
Time to graduate!
Monday, April 22, 2013
Saturday, March 30, 2013
Huge Progress Update
Life, huh? Guess when it kicks ya in the pants, it really kicks ya in the pants. Lot of stuff has happened this last month. I moved to a new location, work had me in more than usual, and homework from other classes has filled my time, but that has not kept me from doing my work in this class.
So to make up for it, images of some of the better work for environment assets made for texturing in our game.
And on the plus side, a lot of the older models with stand in textures are being retextured to be included in the game, such as the 2x4, dumpster, and TV.
So to make up for it, images of some of the better work for environment assets made for texturing in our game.
And on the plus side, a lot of the older models with stand in textures are being retextured to be included in the game, such as the 2x4, dumpster, and TV.
Saturday, February 23, 2013
Heroes of Rock - Stash of Environment Assets
Nearing the end of the game production before we submit it for review, I've been tasked with making the models you will see throughout the levels. They will then be passed over to another person on the team for texture work. Here is a small sample of what has been finished so far.
Wednesday, February 13, 2013
Heroes of Rock - Level and Enviornment Assets
Been a rough week. Not a whole lot of time to do things, but I have been working on getting what is needed into the game. For this week, I was tasked with some simple vehicles to litter our wonderfully dim streets. Here is a simple truck and a simple train car, both with a simple texture.
Friday, February 1, 2013
Heroes of Rock - Main Character Weak Animation
Lots of problems, lots of downfalls, and now we have fixed it. Problems with exporting animations have put our team in quite a bind considering how much we have to get done. But now we have found a simple solution to animating our main character.
I was tasked with animating the weak attack for our main character. Here are some images showcasing how he shall attack.
I was tasked with animating the weak attack for our main character. Here are some images showcasing how he shall attack.
Wednesday, January 23, 2013
Heroes of Rock - Ranged Animation
Hey all, been a while since I posted, but I have been working tirelessly on animating the ranged character for in game use.
So I toned down a bit of the rigging. Basically kept the skeleton mostly intact, but got rid of some of the NURBS controls. He wiggles, he waggles, he can shake his groove thang. But that's not what our game is about. It's about causing mayhem. And that is what I animated. A tough rocket launcher guy with a funny death!
These first two screens show off how his idle animation works, and the frame usage. His idle takes up about 120 frames, and he does everything from patting his hands and stretching his arms and legs.
His attack animation includes him kneeling down to attack position and firing his rocket launcher, which has force knockback and a breath animation to reset to the neutral position.
His death animation has him knocked back hard, while his rocket launcher flies around the space before landing on his junk. He even has some feedback from hitting the ground and the launcher on his body.
So we shall see with the team what they think of this, but it's what's needed for the ranged character. Yay progress!!
So I toned down a bit of the rigging. Basically kept the skeleton mostly intact, but got rid of some of the NURBS controls. He wiggles, he waggles, he can shake his groove thang. But that's not what our game is about. It's about causing mayhem. And that is what I animated. A tough rocket launcher guy with a funny death!
These first two screens show off how his idle animation works, and the frame usage. His idle takes up about 120 frames, and he does everything from patting his hands and stretching his arms and legs.
His attack animation includes him kneeling down to attack position and firing his rocket launcher, which has force knockback and a breath animation to reset to the neutral position.
His death animation has him knocked back hard, while his rocket launcher flies around the space before landing on his junk. He even has some feedback from hitting the ground and the launcher on his body.
So we shall see with the team what they think of this, but it's what's needed for the ranged character. Yay progress!!
Wednesday, January 16, 2013
Heroes of Rock Work - Rigging
So since the beginning of the semester I have been working on skeletons and rigging for the characters featured in the game. This is the first time I have had extensive work on rigging, so it was proven quite challenging, but it's a work in progress, and progress is coming along.
Monday, January 7, 2013
Work Over Winter Break
A new semester is at hand, and I shall say what I did for our project over the Winter Break.
I was charged with doing 3 things. Modeling more instruments for use in game, working with animating the guitars, and working with rigging. Only one of which I can actively show on this blog, but I will say I worked with how I could animate the instruments and practiced rigging some self made characters. The animations were a bit buggy, so I will have to figure out a different approach to making them.
But during the Break, I was also working on a better portfolio presence as I applied to an internship. I made models to showcase to the company. So I will admit I worked towards that more so than the project, but I didn't slack on what was required, and I came up with an easier way to work into the game.
Now here is what was made!
First thing to mention, I created a base stock I can use for every instrument model. Next, these models are a little more basic than the others. I learned you can get around these by making the right textures and keeping the distance away from the player, which works so much in our game. Lastly, they can easily be altered to have different sets of weapons, like a shotgun or pistol or flamethrower.
Now this little bit of work will help expand more work in less time as we get farther into finishing the game.
I was charged with doing 3 things. Modeling more instruments for use in game, working with animating the guitars, and working with rigging. Only one of which I can actively show on this blog, but I will say I worked with how I could animate the instruments and practiced rigging some self made characters. The animations were a bit buggy, so I will have to figure out a different approach to making them.
But during the Break, I was also working on a better portfolio presence as I applied to an internship. I made models to showcase to the company. So I will admit I worked towards that more so than the project, but I didn't slack on what was required, and I came up with an easier way to work into the game.
Now here is what was made!
First thing to mention, I created a base stock I can use for every instrument model. Next, these models are a little more basic than the others. I learned you can get around these by making the right textures and keeping the distance away from the player, which works so much in our game. Lastly, they can easily be altered to have different sets of weapons, like a shotgun or pistol or flamethrower.
Now this little bit of work will help expand more work in less time as we get farther into finishing the game.
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