Tuesday, 1 September 2015

Joe of Destruction: Week 2

Week 2 focused on continuing to develop the games art style in the pre production stage, and started to narrow some of the final designs for the vehicles. It also saw the addition of a few more characters, vehicles, and other game content.

Characters

For the character work, I decided to create a leader goon that would send the enemy troops after the player, as well as having their own attack style. The design was inspired by German generals, in particular the heavy coats and hats they wore. Note this design features the beginning of the logo design for the enemy with the crying skull. I also made use of the gas mask iteration work, and gave the leader a more frowned expression, to help further separate him from regular goons.

Enemy leader goon


Week 2 also saw further development of the female character, currently named Gemma,  and the male black character, for the current time being referred to as black bro. For Gemma, I wanted her digital representation to have a sci-fi look, with heavy armour plating, possibly pinning her down for a potential sniper role. (Note Joe of course would be the regular shooter class.) I looked at armour styles from history, and also mass effect, which helped me to figure how all the armour could fit together.

Gemma early work 
Gemma roughs



For the Black bro character, Mr T was a huge inspiration, well known for being a general tough guy fighting through explosions and ridiculous situations. With this in mind, he'll be made the explosive guy for the mercenary team. This is reflected in the blown up sleeves and the huge amount of explosives strapped to his back. Not much changed from his original sketch, as I was pretty happy with how he looked from the start.

Black Bro roughs


Vehicles

For the Missile Launcher vehicle, I combined elements from the 6 roughs and created a final design. For each final design I aim to do a fully coloured front view, and a block coloured back view.
I started out by drawing out the rough version, then redraw the line art, as you can see in the back version.

ML working out


Flat colouring was then introduced, followed by working out the lighting and tones. I then did tonal work, and worked out the colour scheme as I went along. I also tightened up the line work to reduce the rough sketchy look.

ML coloured and adjusted


Needless to say I'm very happy with how this has turned out so far. There's a few changes to make here and there, and the back version to redraw, but aside from that, I'm happy with how this has turned out.

I also drew up 6 roughs for a light enemy helicopter unit, which will be a fairly regular enemy unit that appears to harass the player

Light helicopter roughs


Items
I've also started looking into collectable designs the player could pick up. The first item is the enemy weapons chest, which would give the player a random weapon/buff/health pick up.

Loot Crate designs


Weapons
A brief look at weapons has also been done for the enemy goons arsenal. Below is a selection drawn up to get idea of what I could play with.


Goon Arsenal


Other
In terms of other art content, one important item was the merc and enemy emblems, that could be used for UI, placed on vehicles, etc. I created one for the mercs, which is based around a lion, and a  skull design for the cyber terrorist, based around the skull design I created for the Leader goon.

Mercenary emblem designs

Cyber Terrorist emblem designs


This concludes the work done for week 2. Week 3 will have a main focus on the initial modelling done for the environment and further vehicle work.

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