This week marks the first internal deadline for our team. By this Friday we had a goal to get the majority of the Main Hall completed. Although there are some things that still need tidying and tweaking, (we are of course all still learning!) we pretty much made the deadline! See our results below! This was our first major benchmark to see if it was possible to achieve all we had planned for our level and at the moment we are feeling quite confident of what we can achieve with our remaining 7 weeks.
A team of BA Game Art Students from Escape Studios collaborating together to create a game level inspired by the theme Bioshock London. Each week we will update with our progress throughout the project so you can see our full production work flow from start to finish! Click ''Read More...'' on blog posts for an in depth look each week.
Saturday, March 30, 2019
Sunday, March 24, 2019
Production Week 2: Main Hall Overhaul
This week has been a lot of planning and redirecting the team to smaller tasks. Our producer brought to our attention we were very behind schedule and it was acted on fast how to rectify this. The creative lead and producer knuckled down, planned what we needed immediately, and re-distributed tasks among the group in order to meet our first deadline to complete the main hall area of our environment. Our team came together quickly on this and we have gained back some good time because of it! Our main hall area is almost completely transformed from the previous week!
Sunday, March 17, 2019
Production Week 1: Hero Assets
With the first two weeks dedicated to art bible research and a blockout in place we are now ready to start proper production of our scene. We have been getting some assets in place with base textures and even have some lighting in place to set the mood of each of our areas.
Each week we intend to share some screenshots of how are zones are looking so you can see them develop over time! Adapting from our blockout you can see how our level current looks below:
Each week we intend to share some screenshots of how are zones are looking so you can see them develop over time! Adapting from our blockout you can see how our level current looks below:
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| The main hall of our station is slowly starting to take shape. |
Thursday, March 14, 2019
Initial Character Development
Our character artist Kyran created a bust sculpt for his specialism project of a character called Lilith.
As we were developing our narrative for the Golden Line we were trying to figure out why the player would be down there anyway? We decided to incorporate the character Lilith into the story, how she can be used to guide the player and allure to more details of the story similar to how Fontaine did in Bioshock 1.
Weaving a compelling backstory around her and our environment we (unfortunately for her) decided to give her a split personality. One of sweet and helpful and one...that...well ...might want to rip you open to get to the Adam inside!
As we were developing our narrative for the Golden Line we were trying to figure out why the player would be down there anyway? We decided to incorporate the character Lilith into the story, how she can be used to guide the player and allure to more details of the story similar to how Fontaine did in Bioshock 1.
Weaving a compelling backstory around her and our environment we (unfortunately for her) decided to give her a split personality. One of sweet and helpful and one...that...well ...might want to rip you open to get to the Adam inside!
Initial Art Bible
We are a group of 9 BA Game Art students studying at Escape Studios.
Currently in our second year our first big group project our task is to create a Bioshock and London inspired environment. The aim should be of recent AAA game standards and be a delightful visual experience.
To be completed in 12 weeks.
Excited and with an amazing well balanced team we begun our research. The main focus of the brief is a quality environment, however as we have some super star Technical Artists on our team we would really like to create something with fun game play mechanics and puzzles, time allowing. Not only that we have an awesome Character Artist and hope to use his skills to create something that could potentially terrorise our players!
We have decided to set our environment in a Rapture themed underground station (or should I say, underwater station?) which we have decided to call the Golden Line! We have created an in depth back story and history of the place which will be slowly revealed to the player as they investigate the area, lured there by a distress call by the mysterious character Lillith.
You can check out all members of our team and their individual portfolios on our team page!
We have spent the first two weeks of the project researching and developing an art bible for our team to follow. This has allowed us to explore and develop our game narrative, our visual style and what our environment to be. This art bible will grow and develop and change dramatically as we work on the project. We have decided to set our environment in a Rapture themed underground station (or should I say, underwater station?) which we have decided to call the Golden Line! We have created an in depth back story and history of the place which will be slowly revealed to the player as they investigate the area, lured there by a distress call by the mysterious character Lillith.
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