Our game project was featured in a few online articles:
Kotaku
Gamespot
An online documentation of the visual development for the USC game project: Blink
Sunday, August 26, 2012
Wednesday, May 2, 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
This is a link to the latest video of the game: http://vimeo.com/37944447
Tuesday, January 31, 2012
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
-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
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
- 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:
- I'm playing with designs for the main character's weapon: A knife/blade
- I want a different take on it
- Below is the link for the reference images:
- http://blinkgame.pbworks.com/w/page/46477684/Iris%20Weapon
- 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.
-David
Sunday, October 9, 2011
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
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
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?
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