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Sunday, August 26, 2012

Saturday, March 24, 2012

Final Mech update

Final Mech Model. Textured and in engine. The tendons and eyes will now indicate the mech's state of alertness (i.e. green-unaware, yellow-cautious, red-target in sight). This will directly affect the combat as unaware mechs (green status) can be taken down with one hit, where as fully alerted mechs (red status) require substantially more hits.

This is a link to the latest video of the game:  http://vimeo.com/37944447

Tuesday, January 31, 2012

Sentry Thumbnails - First Pass



This is my first pass at the sentry's design. I'll be making a few more for good measure.

-David

Monday, January 30, 2012

New Mech Thumbnails



Starting designs on new mech. Here are the thumbnails. However, last meeting we discussed production time. Not sure about the feasibility of adding a wholly new character in the game, so we are gonna try for iterations on the original via different armor bits. Additionally, a new enemy type will be in the works: a camera sentry. I'll give those a pass as well.

-David

UDK Texture Test

Test screenshot of the mech's updated texture. Already seeing where I could improve. Damage spots could be placed in better locations and some kind of grime could be added in some places.


-David

Thursday, December 15, 2011

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

Weapon Studies



First pass at Iris' weapon.

-David

Soldier Studies



There's are the Soldier concepts. The Art Director will do a final pass on them.

-David

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?