This is the completed owl model. It’ll more likely be the low poly version used in the actual build. The animation is simple enough. It flaps its wings and spins around. Its just intended to form a little interactive element in the final build.Read More
[videoembed type=”vimeo” ratio=”sixteen_by_nine” align=”aligncenter” width=”960″ url=”https://vimeo.com/61225979″ shadow=”yes” id=”video-0″] This video is a test of the procedural avatar and the users position controlling the sound. The pitch is defined by the users height leading to some interesting effects when combined with long echo and reverb. The user avatar is based on the procedural particle effects scripts...Read More
The idea with the owl is for a scene featuring a hollowed out tree where the owl lives and allow for some simple animation. Its not intended to fly, just blink, flap its wings and pop in and out. As a 3D model it’ll be simple to make from a sphere or cube. Having it...Read More
These are some interaction concepts for the second prototype scene. The first diagram is based on the flow between scenes. The second is based on the afforded interactions in a scene. Its really just triggering events based on the users position. Each user is assigned a collider and each event is a collider. When the...Read More
I’m using software to track task times so i’m going to keep the board simple and use it as more of a reference to pile up the tasks and migrate them to the completed zone.Read More
[videoembed type=”vimeo” ratio=”sixteen_by_nine” align=”aligncenter” width=”960″ url=”https://vimeo.com/60087467″ shadow=”yes” id=”video-2″] ***the scene runs at 60fps consistently in the engine but the video capture seems to drop frames despite running on a monster of a pc. The above video is a quick test with some 2d assets dropped into a scene. I’m trying to get a feel for...Read More
This is the final character design sheet for the park warden. Its pretty straightforward and simple enough that it should be relatively quick to model and get ready for the engine. The aspects of the character are a mish-mash of people’s memories of the actual park wardens who looked after the park up until the...Read More
I’ve pretty much decided on Brooke park as the source material. Its got a lot of history, old buildings and features, some of which have been removed over the years. My family are also from the area and some of my earliest memories are from around there. One of the things i remember was the...Read More
I’ve been looking at the amazing Proteus available on mac or pc. The screen shots don’t do the world justice. The sound design is incredible and makes wandering around the setting highly immersive. The score is mostly procedurally generated depending where your standing or which objects are around you. The 3D pixel graphics are perfect...Read More
Here are some style ideas and inspiration i’ve been looking at. Its quite a broad range but really i’m looking at creating a piece thats atmospheric yet cartoonish and also using bold forms for the eventual assets.Read More