Showing posts with label game concept. Show all posts
Showing posts with label game concept. Show all posts

Tuesday, August 20, 2019

Star Wars: The Old Republic -Asset Dump 01

Hi all!

Being how I've now moved on since my Contract at BioWare, I thought I'd post up some of the first assets I got to make for Star Wars: The Old Republic.

Note:
Under each image is a direct link to the asset on my ArtStation if you care to check it out further.

Asset 01:
This was part of my art test for the weapon/prop artist position.  The test was to see how I would not only build the asset, but also design something new that fit correctly into the Star Wars universe.  Being a fan of both weapons and Star Wars, I knew that most blasters start off with a WWII era of firearm with other parts of different weapons or scopes attached to make them look "sci-fi".
Asset 02:
Also part of the art test, this was pair of binoculars I created also of my own design.  Similar to the blaster, doing some research proved that previously created binoculars in the Star Wars films often started with a 60s-70s era of camera with additional parts glued over top.  So using Luke's binoculars from "A New Hope" as inspiration, I found a camera body I liked and then added some lenses and parts from appliances as well as some of the pieces used in the film versions of other binoculars.

Asset 03:
This was the very first thing I created once starting my contract on Star Wars: The Old Republic.  I was told to take inspiration from the "Siege Cannon" seen at the end of "The Last Jedi".  (Everyone's favorite SW film lol)  Beyond that, I had the pre-determined hand positions for this type of weapon and some direction from my supervisor, Brad Lewis, who helped me dial in the design.
Asset 04:
Lastly for this post, is the first "mount" I created for the game.  This one was based on a couple well crafted, pencil sketches from Brad Lewis.  He gave me some freedom with the textures which I pulled inspiration from both the Y-Wing and the Snow Speeder seen in "The Empire Strikes Back".

More to come...
I have several more assets from my time at BioWare that I'll be sharing as time permits.  For those that don't know, I'm no longer with BioWare and wanted to wait awhile before showcasing some of the things I made last year.  I know BioWare has been under a lot of scrutiny in recent months for a multiple of reasons I won't get into here, however I hope like myself anyone reading this will continue to wish them the best in righting the ship and returning to making excellent products.


Wednesday, September 4, 2013

Beretta M9 Game Model WIP


Just started learning dDo, which is a great tool for adding scratches, dirt and imperfections to your textures.  I am just scratching the surface of learning this tool, but here is a WIP of what I've started doing to one of my pistol models.  More to come!!

Thursday, May 16, 2013

Mr. Skullhead: First ZBrush sculpt


Just got set up with a new work station at my job this week and the only software installed so far is ZBrush.  I hadn't touched ZBrush since 2007, and I had only done the most basic of tasks even back then.  One of my co-workers suggested while I'm waiting for Maya and Photoshop to get put on my new PC I might start learning ZBrush as we'll be using it more and more here at work.  He also suggested I try out something new to ZBrush called DynaMesh.  So Mr. Skullhead here is the result of me pushing and pulling some shape from a DynaMesh sphere.  Still a WIP, just something simple to get my feet wet in the big world of sculpting.

Tuesday, December 11, 2012

Project 1776 Lead Female Character


I have had a 2.5D side-scroller in my head for years now that I gave the code name "Project 1776".  I have pretty much lost hope in the idea of ever making the game, as making a game of its size just isn't realistic without a staff of talent.  I think many of us in the game development world love to dream about making our "perfect game", but the longer I work in the industry, the more I see just how much work and manpower it takes to make even the simplest of games, let alone something the size of extra large, 2.5D,  Metal Slug.  It just isn't possible while maintaining a full time job.

The basic premise of the game is that it would be a side-scrolling shooter (Contra, Metal Slug, Gunstar Heroes ext...) made in very high end 3D graphics but with the camera locked into a 2D angle, just like Street Fighter IV, Mortal Kombat and many of the Nintendo Wii games like New Super Mario Bros. and Donkey Kong Country Returns.  The gameplay would revolve around firearms and doing fancy combos while jumping, sliding and taking cover.  The story is loosely based around some of the popular conspiracy theorists and their ideas of a future where the government would fail us and there would be a revolution.  The game follows two young, new recruits to this rebellion against a corrupt government.  ...never decided on names for them, so we'll just call them Player 1 and Player 2.  :P 

So here is a concept of Player 2, the female lead character.  I'll likely share some more things from this idea over time, I still enjoy making characters and weapons for the game idea...just a fun excuse to make cool stuff.