Wednesday, 17 March 2010

Game Art 1.5



Here are some concept designs I did for the Lighouse and the pub.The idea we came up with as a group was that we wanted to have the Lighthouse inside the fort and obviously we wanted the Lighthouse to overpower everything. The plan was to have the tip of the lighouse animated so that it rotates reflecting the light in all directions. Aswell as this the brief asked for us to incorporate a Pub within. We wernt sure whether to have the pub grounded or at the top so we put our ideas onto paper to see how they'd look. It was also likely that we were going to base our interior design on the Pub.

Heres a few really interesting images I found while doing a bit of research



I found this image of an old abandoned Lighthouse intersting as its the kind of feel were going for, one with the kind of fort shaped building at the front which were going for so theres alot in common were hoping for with our design.



I also found this interesting as it does not include your typical Lighthape aeshetics and I thought this was a rout we could go down however we thought it was with the best intentions we went for a more classical aproach to the lighthouse.

As shown are some concept ideas I came up with ranging from having the pub at the top with the lighthouse and having the lighthouse rotate like a windmill however I realised this was;nt going to work. My favorite design was the far right concept which I originally designed to be on water and have the clogs work as tide energy but obviously that idea was not going to work but I like the idea of including clogs. So we decided to take a more traditional aproach and have the pub at the bottom and go for the classical aproach

Game Art 1.4



Some concept ideas for the Warehouse, Basically a warehouse is considered as an old boring kinf of flat building with not much detail. However I wanted to change this and create a interesting eyecatching building which would be the first building you came into contact on the island. And we wanted to have the building open and have an interior design of your typical warehouse.

Heres a few ideas I came up with. Just some ideas using elements such as wind ups clogs,magnets and othe steam punk influenced machinery. I really like the idea of useing magnets to open the doors like shown on the top right image however with using magnets for the port I feel the area would be too dominated with magnets. Also like the idea of using clogs or a conveyer belt to open the doors. My favorite concept design has to be the top middle image, However I had a go at constructing this idea and really struggled as I had to use megaprims and stuggled to get the the shape of the two towers right and it looked awful so I abandoned this idea, unfortunatly I didnt get any screenshots of this. I really liked the idea of including a clock onto the warehouse and I think that would look great as you aproached the island. As a group we deided to go ahead with the bottom Right concept which is A boler/powerplant ontop of the warehouse which will be the source of all the energy provided on the island through the pipelines which will be constrcted. This personally is;nt my favorite design but one which would be very benificial to the island.

Game Art 1.3



Here are some concept ideas for the Port area of our island. For port area is going to be the first impression of the island for the visitors so we want to make it look interesting and unique. The function of our port basically is for guests on the island to land and park there vechile safetly and securely. So were likely to include a runway and some kind of parking spaces. A idea we though of was to include some kind of vechile parked to the side which visitors on the island could use and fly around in giving them the chance to exlpore the island from above. But that is an idea were going to keep for a later date.

Top Left Concept art - Simple design I came up with and is used in many video games and films, an exammple of this is Halo. basically the idea is the The runway will open to those vechiles with authorization only. One advantage of this idea is it keeps unwanted visitors off the island. However my plan is if they do insis of proceding a Magnetic force will interfere and stop them in there tracks. If I was to go through with this concept Id have the runway travel under the warehouse with the parking. Overall I quite like this concept and think it will work and blend in well with out environment and inform guests well of a steampkunk influenced island.

Top Right Concept art - From the start we all had plans of including a steam punk crane into the island. I thought it would be a good to experiment with this idea and having done alot of research I found this great image.



By looking at it I got visuals on how it could be turned into a port area, what with using the arms as a kind of landing bay then having a lift of somewhat to reach ground level. I thought this was really interesting and unique idea. The only issue we had is that this would rquire alot of prims to construct and could become very difficult to construct and due to time restaints we agreed its not a suitable idea to develop.

Bottom Left Concept Art - Idea which focuses mainly on the use of magnets which we had discussed earlier on using on our railway tack so I decided to incorporate that idea into this design by having the magnets as a place for guests to park there vechiles. I though this was a great idea and obvious use of Steampunk influences. After discussion we decided this was the most likely idea we were gonna go ahead with and develop as it was a simple effective idea which does not require a huge amount of prims and should be easier than other designs to construct.

Bottom Left Concept Art - I decided I wanted to come up with a crazy kind of out of this world design. So I did alot of research into theme parks as alot of parks around the world have incoporated Steam Punk influences into both there rides and theming/scenery so I came across this very intereting ride at Hard Rock Park in America. The ride is called "Round About"



I came up with my own concept based on this idea. Basically the wheel will be located at the edge of the cliff and the idea is visitors land on the runway at the top of the wheel. Park there vechiles and travel down to ground level leaving the vechiles secured safely within the wheel. I really like this idea and is my favorite, however similar to the Crane concept it would require alot of prims to construct and could take a while to build so as a group we decided to stray away from this idea.

Tuesday, 16 March 2010

Game Art 1.2



Here is the updated concept art, this is just a basic design as we plan to add alot of stuff from objects to buildings both within and out of the fortress but atm we not shore where to position the items and buildings which we are to include.

Game Art 1.1

Was doing a bit more research into Steampunk and came across this very impressive artist called David Trautrimas, He has designed many 3d models of Steampunk influenced buildings which are simply stunning. Heres a few examples of his work which caught me eye the most







I really love the designs and shapes of these buildings and I like the way he takes everyday items and shapes and turns them into unique interesting buildings, I love the amount of imagination he uses within his designs and I can take alot of influence from his work to develop into designing my own ideas for buildings.

Website Page - http://www.trautrimas.ca/art.html

Game Art 1.0



Please note, I have not blogged for a while due to been busy with the Project so some of the updates may seem out of place.

Any way above is our Concept art for the Fort and an screenshot of what the fort looks like to the minuite as you can see the concept art and the screenshot look very different. This is because during some of the construction we made an awful lot of changes which resulted in us having to draw new concept art to accomidate our ideas, however some of the new features were already half built before going back into drawing new concept.

One of the main problems we occured was the roof as we struggled to get an accurate arc shape as u can see on the plans, and when we did it just didnt look right so we decided to investigate into the possible idea of having a roof to which Dan came up with the idea of having a kind of interlocking pipe roof which was easy to construct and in a way could be a good idea to use to convert the steam and connect it to the buildings within the fort and at the same time also provides alot more protection and would be more efficent as a fort than the original roof concept. Here is an screenshot of the roof.



Other change we made was we doubled the size of the fort as we wanted to give the impression that the fort was the dominant force of the island cause at the time our Warehouse was bigger, therefore by doubling the size it showed all the charactaristics of what we wanted our fort to look like, stong and powerful.

We also decided against the idea of a drawbridge as while we all thought It would be a good idea there really was no point as there was no water or gap undernath so we decided to keep half the idea and have steam powered doors which open. Which was a great place where we could get visitors to interact and have some sound which cud be used.

There the main things we have changed of cause they are other little things such as the piping and the tower structures which we have slighly changed position to the edge but those are the little things which will be tweaked all the time till we have finished.

Wednesday, 3 March 2010

Game Art 0.9



Final design for the Fortress, hopefully I would like to try out a bit of digital painting but first I want to get all the designs for the buldings complete, and this gives the team an idea of building it on Secondlife. On the above image I designed the fort to the L-Shape we have know gone for and added A kind of boiler to the concept, I really like the dseign and hopefully with a few really good textures thrown in it will look really good. I plan now to do side and front elevations to hopefully make the fort easier to construct in Second Life.