Tuesday, 1 September 2015

What is Joe of Destruction?

Hi all, Rob here. This is my new blog dedicated to showing you the WIP for my new game project Joe of Destruction. This first entry will tell you the basic premise of the game, what the project's aims are, and some basic game style work. Since I started work on the 13th August, I'll be posting everything I've done up till this point. But after that, I'll be updating at least once to two times per week. 

So without further ado, lets talk about the game idea! 

Joe of Destruction is a new run and gun game project designed to test out my art skills in various areas such as characters, vehicles, environments and weapons, in both 2D and 3D artwork. I also aim to learn skills in other areas such as animation and design. I've always had a big love of run and gun games such as metal slug and shock troopers, which are both big inspirations for this project, so I decided this idea would work best for me. The basic plot for the game is as follows:

' You play an elite mercenary squad of soldiers (led by Joe) who kick ass and defeat the evils of the world when called upon. In one case, during the year 2024, a cyber-terrorist organisation takes control of the nuclear armaments of America, and threatens to launch them all unless the mercenaries play their sadistic game and complete a series of dangerous missions in the digital realm of the terrorists creation. The CIA alerts Joe and co of the danger, and with no choice, and no time to lose, they launch themselves into the digital realm, not knowing what awaits them inside...'

The plot still needs some finetuning, but the basic idea gives the game a good foundation that can be built upon, for example the digital realm also allows me to have lots of creative freedom when creating the levels.

So with this as the game's basic premise, these are my list of goals that I hope to achieve for this project:

. To create a test level for a run and gun game
. To concept, model and fully texture assets 
. To creating working gaming mechanics and documentation
. To fully assemble the level in a game engine
. To learn additional skills such as sound effects, music, programming, etc.

As I mentioned earlier, the game will test and help to develop my skillset in game creation. The ultimate goal is to get the game portfolio worthy and utilise my skillset to the fullest.

So, with the art being the project's main driving force,my first objective was set the games art style. I wanted to have an exaggerated, stylised game, so I knew immediately what I was looking for. Below are a couple of moodboards that give you an idea of what I mean.

Top row: Metal Slug Zero Online, Deadpool VinylPop Figure, Broforce Boss concept.
Bottom row: Advance Wars Dual Stirke, and Battalion wars 2 Concept art. 
Top row: Advance Wars Sami, Metal Slug 2 and Super Time Force concept.
Bottom Row: Valiant Hearts and Mass Effect VinylPop Figure.



Particular games such as the valiant hearts, Super Time Force and Metal Slug work well the exaggerated proportions I want in the characters. I also really like the VinylPop figure brand, with the exaggeration of the anatomy and simplified model style, so I aimed to combine all this together to create the art style I wanted.

For vehicle and environment elements of the game, Metal Slug, Advance Wars and Battalion Wars 2 were more to my liking for the exaggerated look.

With the art style decided, I went on to create draw up a few concepts to get the ball rolling. These focused around some of the playable characters in which to help nail down the art style with. Both roughly sketched out and done digitally in Photoshop.

Initial character work and proportion work. I found the lanky look was a little too much, and worked on a smaller body proportion.

Work on Joe and a female character

Work on two additional characters and facial expressions.





































Photoshop work. Continuing to work out proportions, as well as different line thickness's on the brush settings.












































































 

This covers basic game concept, goals and beginning artwork for the project. I wanted to leave it here for now to help spread out the content and not overload this post. More details surrounding the test level will be explained as work develops.


The next entry will cover all work done in week 1.


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