Thursday, 3 September 2015

Joe of Destruction: Week 3 2nd update

The 2nd update for week 3 contains updates on new character and vehicle concept art.

Characters

For the character side of things, I decided that to add to the overall gameplay and story, that their should be an allied America side that assists the player to defeat the enemy, to give the game an overall grander scale.

The first to be designed were regular ally troops.

Ally troops for the most will be no more than background pieces. Their may also be times when the player will run into soldiers that need saving or assistance, adding to their score total or gaining additional perks/weapons.

Ally Soldier rough concept
 From these first 3 designs I found that the 2nd design fits the bill the best. The first design took too much reference from WWII German soldiers. The 3rd design leads a more to Russian troops with the helmets design. This concept will need some finalising, but for the most part, I'm happy so far.

I also created a Sargent (Sarge for short) that will brief the player at the beginning of each level, and send his troops head first into the fray.

Sarge rough concept


For his look, I was inspired by the Sarge character from Quake Online. I also wanted to give him a more armoured look to show his higher rank. (And a constant supply of cigars) I felt that giving him less armour didn't make him look as intimidating, so I aim to stick with the first drawn up design.

Vehicles

Since there will be an aerial base, there needs to be supply vehicles that can deliver supplies between the floating platforms. To this end, I've drawn up 6 rough concepts for hovertrucks.

Hover Truck roughs



The main aim was to make it a small but bulky vehicle to go with the exaggerated feel. As of yet I'm still playing round with ideas, but am happy with the roughs thus far.

Now, one of the main important assets for this level will be flying aircraft carriers. There'll be light carriers that will be parked in the main base, and a couple that appear and block your way. I've never attempted to full draw an aircraft carrier, so decided the easiest way to go around it would be to draw it from a top schematic view, in order to work out were the main parts would be placed, such as the engines, runaway and potential turrets.

Light Aircraft Carrier roughs


I did four variations, and decided that 2 and 3 were the closet to what I wanted. I then went on to draw up a new version that combined and elements from the four designs.

Light Aircraft Carrier roughs combined


I aim to draw up a rough perspective sketch to fully realise the design, blockmodel it in 3DS Max, then move on to using it as a guide to get the final look nailed down.

This concludes the update for week 3 2nd Update. The next update will focus on getting the concepts closer to completion.


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