Thursday, July 18, 2013

I/O Development 6


 One of the more important things i've done this week is the colour palette. Sticking to this will give our game some consistency and rhythm. Its not actually finished yet because i'm pretty sure i've left some things out.

This is our final look of the Aegis in all 3 stages. His deterioration is obvious and the change of colour reflects his gradual shift to the dark side.
I really like the simplistic look. I got the idea from one of those really cheap paper masks you get at art stores.


Here's a little alien creep/growth/colony texture i did. I plan to use it as a template for modeling the actual thing. One idea we have is to consistently offset the normal map in Unity, creating the illusion that it is actually alive and slimy rather than just another game object.

I did a quick design of the Input/Output nodes. I don't know if i like it, i might want to change it in the future if we have the time. One problem i faced with this design is the animation. I kinda cheated by putting a ramped texture behind it that we could animate... but nyeh. Theres a better way to do this. For something that should be rather simple, i think i made it too complicated.



Here's a fun piece I did. Its a little room that helped me generate the colour palette, mood and feel of the alien creep. While i would love to do some fancy art techniques, I just don't have the time to try new things. I just have to stick with simple linework... which is okay, but i really want to try something more realistic one of these days.

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