Monday, October 24, 2016

Weekly progress for Aimless #3

For this week's progress, I have begun sculpting a rock for the first level of the game.  So far, the rock is still in development since this is a bit of a learning curve to learn Zbrush on the fly.  I would say I'm about halfway there on the first rock but eventually I'll be able to pick up some speed to crank out more rocks for the level.  I haven't experimented with combining rock meshes to form a larger and solid rock yet so this is probably where I am heading next in regards to rock creations.  More updates will be notified next week on the rock's progress as well as pictures of the finished product.

Tuesday, October 18, 2016

Weekly progress for Aimless #2

For this week's progress and evaluation on my end of the project, I've been learning how to use Zbrush to create and develop rocks to populate the environment for Aimless.  Right now, it's a slow learning process since I have never used Zbrush before.  The closest I've come to modeling such objects would be Mudbox.  I am currently developing some basic rock shapes that I can quickly model in Maya and import into Zbrush to begin sculpting some details to the mesh.  This will probably take me a week to create but I am in no rush to complete it.  Future progress on the rocks will be posted next week.  That is all for this week's progress report on what I've been up to for the game.

Monday, October 10, 2016

Weekly progress for Aimless #1 - Title changes and logo concepts

Changes for the game and what I've been up to so far...

I've been working on logo designs for the game as well as coming up with a new name for our upcoming game.  "Cannon Shooting Cannons" was the original title of the game proposed by Daniel but we have decided to brainstorm some additional names for our project.  Thus, the new name "Aimless" was chosen.  I proposed the idea of "Aimless" through the usage of the word "Aim" and A.I. since you are playing as an autonomous cannon who needs to aim and shoot around through the levels.  If read differently, it can be pronounced as "aim less" in reference to its golf like gameplay.

The logo ideas are just concepts.  I wanted to design the logo in a simplistic and minimalist approach without having to resort to typography considering the name change.  Daniel had further fine tune the logo as of today and incorporated typography into the design.

For this week, I will be focusing on modeling objects to begin populating our first prototype. Updates will be made every week starting today on our game's progress, my contributions as a team member and artist and etc.  (Image below are my concepts for the game's logo)