DataRun Project
#61
Posted 12 August 2008 - 06:09 PM
#62
Posted 12 August 2008 - 06:15 PM
#63
Posted 16 August 2008 - 08:05 AM
My name is Aleks Molcanov, and I am tasked with creating a storyboard for this project.
I have some free time on my hands, and will start drawing.
I do have some questions:
Is there a style guide, beyond the concept/mesh of the player character?
If not, should i create the concepts for the environments, the Many, the Lost, and anything else?
Or should i just use placeholder character concepts for the storyboard?
Add me on msn, or send an email if you want to discuss further.
Thanks in advance.
#64
Posted 16 August 2008 - 12:55 PM
#65
Posted 16 August 2008 - 03:06 PM
#67
Posted 17 August 2008 - 02:18 PM
#68
Posted 17 August 2008 - 03:32 PM
#69
Posted 17 August 2008 - 09:01 PM
Thanks,
James Gannon
#70
Posted 18 August 2008 - 12:04 AM
#71
Posted 18 August 2008 - 02:59 AM
How's this for the style?
http://img.photobuck...narion/0001.jpg
I'm kinda anxious so i threw this together really quick
http://i10.photobuck...ayingaround.jpg
#72
Posted 18 August 2008 - 05:33 AM
#73
Posted 18 August 2008 - 11:02 PM
#74
Posted 19 August 2008 - 01:52 AM
#75
Posted 19 August 2008 - 01:59 PM
To continue from where I left off in the e-mail.
The only solid level design we need is the challenge level - DATA-Structure. The rough concept is to have the player begin in the outskirts of a fairly futuristic city, move in closer and ascend as he progresses through; potentially climbing through industrial sectors, before reaching a large structure, wherein the player would ascend in it's interior, before reaching a peak and finishing the level by means of hopping from roof-to-roof.
Of course, how this is all determined, is all up to you, as you're getting quite free reign. We should be aiming for a fairly large level, with a full run-through time of around four to five minutes (assuming the player knows where they are going and what they need to do). This will probably require reasonable asset instancing, and perhaps four or so open areas, split with three single route speed running sections to break them up.
I'd recommend knocking up a quick prototype with brushes in UnrealEd, before creating collections of suitable assets. I should have you full access and instructions to read and write to the SVN by the end of tonight in your e-mail inbox - from there you'll be able to test the player movement metrics.
I would also recommend thinking through potential ways to force the player to interact with the environment rather than just moving through it. We should have a reasonable system for setting fire and burning objects, and the player also has the ability to pick up and move objects (a single object at a time using his powers).
Rummaging through your existing assets for potential clean-up and inclusion in the design could be a good idea; it'll save a lot of time that can be spent elsewhere.
#76
Posted 20 August 2008 - 05:20 PM
#77
Posted 20 August 2008 - 06:12 PM
A good example of visual style could be placed in Mirror's Edge - but there is a very limited amount of footage available yet; this was the original intended visual style, to be clear cut and very simple, with a lot of flatter colour and detail - although this was before we saw Mirror's Edge.
As for the style of architecture, you can probably gleam a lot from modern architecture, rather than looking at anything too hyper-realistic. Given a clean-material makeover, modern architecture can probably look pretty futuristic.
#78
Posted 22 August 2008 - 05:14 PM
#79
Posted 23 August 2008 - 12:14 AM
#80
Posted 23 August 2008 - 05:16 PM
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