I have chosen to create 3 detailed environments in UDK for my assignment.
These are:
Haunted Mansion: Not the whole mansion, but the hallway/lobby/reception area. A derelict mansion which is run-down and abandoned, regarded as being haunted. It will consist of lots of old ‘Victorian’ style period detail, whilst lighting will help create a more tense atmosphere. This shall be composited as a ‘entrance’ area, but also a larger area suitable for ‘boss-fight’ or pivotal moment. Close example would be for a game such as ‘Devil May Cry’.
City Street Corner: An ‘American’ style city street corner. More of a ‘block’ area cordoned off. Will aim to look as realistic as possible, consisting of building and other civil objects which are present in metropolis streets. This shall obviously be composited as an area in a realistic city environment for a open-planned game. Close example would be for a game such as ‘Grand Theft Auto’.
Spaceship Deck: Particularly a deck/floor which is catered as a ‘crew’s quarters’. Consisting of dorms and canteen/leisure area, connected by ‘tunnel’ like pathways. Very heavily sci-fi orientated to give a modern and ‘yet to exist’ notion of design. Shall be composed as a ‘safe-house’ type level. Close example would be for a game such as ‘Mass Effect 2’.
I believe the software I shall be using for this development are Maya, UDK, Photoshop and Z-Brush. Other plug-ins may also be used but are yet to be fully decided upon.
My deliverables will consist of:
3 environments in UDK
Screenshots of level
Collection of all assets created
Assessment Criteria:
The extent to which the student delivers 3 detailed environments in UDK showing good modelling techniques and an clear understanding of level design/composition and lighting.
60% - Modelled assets
25% - composition and environment design
15% - lighting
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