Monday, December 14, 2015

RPP Catch Up...Cuz Everyone's Sharing


Here are a few pics of work from our Rapid Prototype Production course. We had to make games within two weeks, in teams of programmers, artists, and producers. So that meant pushing myself in terms of time management in order to keep up with the teams needs.

These first three images are of assets made for Egg Story. Was a first person experience, for a rapid prototype that was focused on building narrative. This dinosaur was challenged with saving her eggs in the midst of a volcano irruption and despite various obstacles. I wish I had gotten video footage of this gaaaaame... These meshes looked sooo good in UE4. Was so crazy grateful. But this was the second round of RPP so I wasn't aware of how much I would want footage later.

 I made arms inspired by the Deinonychus. Built a low poly mesh in maya and then sculpted them in ZBrush. From there I baked maps the normal map and was able to paint color maps via Mudbox.
Was my first time building something from complete scratch and no guidance. SO it was quite the adventure. My teammate/tech artist Katie Freeman was able to salvage this model, in terms of UV's. I wasn't experienced in UV maps at the time, so that was huuuge. I did have to tinker with the model more and fix non manifold issues. Happy it worked out...





 I did the same for a log, and floor crack. 
This is an image of what I set up in maya, featuring all of the assets.



The following images are from one of my favorite RPP games to work on. Was also the most challenging because I was the only artist. This was my first experience with creating sprite sheets and animating. I learned how to use Flash! I know flash is growing obsolete, but I still really love it. Was soooo happy to take this opportunity to learn how to use the software. I made sprites like the environment platforms and characters in Adobe Illustrator, edited their animations in Flash, and painted other assets such as the background in Photoshop.

This 2-player game is called Spirit Spat. Gus is a fire elemental spirit and Lydia is an earth elemental. They have a growing rivalry in terms of territory. So they use their powers to mark territory with their unique markers (plants/fire) while also blocking each other off. Who ever maintains the most territory by the end of the game session wins!


These are the little spirit helpers that spawn after enough territory markers are set--and help spread even more markers. How they spawn is hilarious because they basically fill the map. A happy accident that our programmers took advantage of.

Lydia 


Lydia's UI. The programmers set a meter on top of these bars, that features how much elemental power the characters have until they experience a cool down period. Also features number of spire types. Lydia's vines are easier to break down but also stun Gus and his elemental helpers.

Sprite sheet for lives and for the Lydia's toxic vines.


This is our dear Gus


Gus's UI and earth spires that boost/elevate him up since he can't fly like Lydia.
These spire's are also stubborn when you try to break them down.



Here is the last asset I worked on for the project. A background speed painting. I hardly got any sleep with work on Spirit Spat balanced with my core work on 2D3D hw --Scalarrrgh, but I loved every single moment of it. And the game turned out super fuuuun. Though I was the only artist, one of the producers, Matt can be considered an honorary artist! He helped me by making the territory markers and wining screens for each character. That was huuuuge! Really saved me there. It was hard to attempt to do everything in the span of just 2 weeks. 

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