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Thursday, October 27, 2011

Update

Sorry for dropping off the radar. Got crazy busy a with few projects. But here's my update. Test model is built and rigged. Although not required, I was able to put on a temporary texture for the December Demo Day. Designs for the mech are still being revised and this model will be replaced, but its good enough to showcase "proof of concept" and will make the process for the final build much easier. Further, because of this model's modular design, the level designers will implement various parts of the model into the final level.

Wednesday, October 19, 2011

Weapon Concepts

David, if you can tell me if there's one you like, I will work on fleshing out that concept further for this week. Time: 3 hours.

Monday, October 17, 2011

Scanner issues

I have been encountering some scanning problems, I will scan in the work I did this week as soon as I get it worked out. I worked about 8 hours this week.

sorry!

Sunday, October 16, 2011

Thursday, October 13, 2011

Sniper Studies


Designs for the Sniper. I'll be meeting up with the USC team on Sunday to finalize the Foot Soldier designs. We gotta have a maquette of the basic soldier up an running.

Wednesday, October 12, 2011

Weekly Assignment - Due Saturday 10-15-11

Ugh.... Sorry for the delay.
  • David:
    • Finalize mech designs:
      • No really. REALLY finalize them. Got to get modeling. Stop slacking.
      • Illustrate how the Sniper will transform.
  • Neta and Anna:
    • Special Assignment:
    • Concept ideas for not just a knife, but a COOL sci-fi knife
      • I want this prop to be a reflection of Iris' character; cold, mechanical, professional, gets the job done, beautiful.
    • I know concept art is not your thing, but I'm only looking for a different take on a mundane idea. If all goes well, this will be your prop to model for this project. I'll do my best to turn it in to you guys in a timely manner.
    • Again: jpg format no smaller than 1000px by 1000px and resolution no larger than 72ppi and write down your hours.
Good luck.

-David

Sunday, October 9, 2011

more logos


Some color schemes at the bottom, if we even wanted color.


Logos

Here are some of the logos done up in Illustrator. Time: 4 hours (it took me a while to remember how to use Illustrator again)

Saturday, October 8, 2011

Asset List

The asset list for the first level is up:

http://blinkgame.pbworks.com/w/page/46646646/Asset%20List

As mentioned earlier, Ryan and Adad will be teaming up to develop a refined design for this level. We do not have concept artists, so any contributions to the designs will be appreciated (Neta and Anna). We small few are all that stands in the face of this great obstacle. And as such we are tasked with multiple duties that we may not like or are accustomed to. If we are to succeed we must rise to this great challenge and jump beyond ourselves. Exceed our perceived abilities and take down the insurmountable colossus. Good things may come to those who wait, but Greatness is achieved by those who act. To thee I say, FIGHT! Take up thine arms and wacom pens and fight alongside your allies!



....and lemme know how it goes, 'cause I'll be in the back taking a much needed nap.
-_- zzzzzzzzz

Friday, October 7, 2011

Blink Website

The guys at USC have started a website and video blog. Looks like we're gonna have to step up our game to show the internet how awesome we are.

www.blinkthegame.com

http://youtu.be/Nc43ADo6mdw

Thursday, October 6, 2011

Heavy Study

Trying to push the bulkiness in the heavy. It was decided at the meeting that the first level will be in the shipping hanger located at the bottom level of the low-orbiting space station. The first waves of machines the player will encounter will be multipurpose heavy bots, lower level foot soldiers, and snipers. I've been doing pencil sketches of the sniper and will be making Photoshop images soon. Further, Ryan and Adad will be teaming up to develop a refined design for this level.
The is a deadline to get as much mockette assets (place holders) in by December in order to showcase proof-of-concept at the USC demo day. Further refinement will continue after this, so this is NOT a release deadline. More like a milestone.
This will mean that I have to hammer out the final designs of the mechs ASAP so that I can create a scale model stand-in for the animators to work with. It'll be a "place holder" but the truth of the matter is that it will probably not change. It'll end up in the game somehow, so I gotta make sure the rig they animate is solid so that they won't have to redo all their work.
The body parts could be boxes, but the scale and proportions HAVE to be locked down soon.

Tuesday, October 4, 2011

Weekly Assignment - Due Saturday 10-08-11

  • David:
    • Finalize mech designs:
      • Attend meeting Wednesday and try to develop a cohesive motif
      • Identify Heavy, Foot Soldier, and Sniper Class
  • Neta:
    • Same as last week:
      • Learn and use Illustrator
      • Use program to explore designs and produce variety
    • In addition to the jpeg images, please include the illustrator file
    • jpg format no smaller than 1000px by 1000px and resolution no larger than 72ppi
  • Anna:
    • We are going to develop the asset list on Wednesday (10-05-11). We do not have any concept artists on our team yet. So, the reality of the situation is that if your level of involvement is ONLY prop modeling it will be sometime before we will require your services. So, for this week, I will merely ask, what do you want to do for the project till then?

Monday, October 3, 2011

Blink Story

The updated narrative has been posted on the wiki:

http://blinkgame.pbworks.com/w/page/46366795/High%20Level%20Narrative

Make sure you read it carefully so that your work will reflect the world and the story being told.

-David

Sunday, October 2, 2011

Neta Logos



After many crappy 1st, 2nd and 8th drafts, here are some logo designs I think could be pretty fitting.

Props

Time: four hours

Mech Concepts - Heavy

Still got a lot of work to do, but here's some ideas I had for the Heavy Class. Although, some of them may work as a Foot Soldier Class.

-David