Thursday, 10 December 2015

Winter Submission Unity

Winter Submission Unity final layout



The images below show the final layout with some simple lighting and most of the model in place to fulfill the environment.

The first image is the Admirals room. In this room the player will be able to locate the key to open he hanger door. I designed this room very small and simplistic due to  the player only begin in this location for a very short period of time. For game play purposes i placed the light above the general direction where the key is located, as this map is grey box only, i didn't want the player to feel blind or struggle to find the key, as a small grey object on a grey surface of the same colour made it initially difficult to see.


Below is the ships ammunition room. Although the player does not need to visit this room during the play-through, i still felt it was important to have this room somewhere again to show danger in the environment, this is also represented due the the red lighting which I thought helped send a warning to the player. If given a longer period of time i would liked to of had a trigger event in the room which floods the the place as the player enters.



The generator room initially was design for the player to flick a switch at any point to turn on the emergency power. Giving the player the option to determine the lighting would cause a nice effect for the environment.


The hanger houses one fight/bomber jet in which the player uses to escape the ships interior.
I used green lighting in the hanger to indicate to the player that this is the end of the level and a safe zone (player manages to escape the sinking ship.)


The final image shows the player starting location. The barracks.

This rooms is light dimly and has a stream of lighting indicating the way to go, this continues out side the door which then the player will be confronted by three other doors, in which all will eventually lead the locating the key, but i felt it was important to give the player a choice in where they wanted to go and what they could explore.


Overall I am pleased with the environment I have created, the lighting itself might not be in the best locations, but for a grey box level i feel they do the job of indicating where the player should go adn what rooms are where. 

Winter Submission Model Assets


Models for the scene

When planning my environment, I look at some images of the interior of a ships design as well as some images of futuristic equipment as an inspiration for my modeling.

The model below is a simple bed, designed to be placed in the barracks section of the shit which would house several troops allocated in these quarters.  



This model is of a larger computer, design for two people to use simultaneously, this machine will sit in the operations room of my level with several other pieces of equipment to sit along side to fill out this section of the environment.


Below is a simple desk design. This specific design will sit in another area of the level as well as the barracks and another smaller intelligence room. Another modified version will sit in the Admirals room, with small tweaks to make his feel more personal.


Below are two images of a fight/bomber aircraft that will be located at the end of the level in the hanger bay in which the player will use to escape the sinking ship.

This design is heavily influenced on future technology and fits well within the environment due to its scale when placed in the level.

The model was tricky to build as I only look at a small amount of images and didn't use any as a solid reference. The body of the ship is mostly straight edges and did not require a high poly count, however the wheels/undercarriage are a much higher poly count.



This image is of a weapons ocker which can bee seen throughout the environment. It is a small touch but quite effective as it reminds the player that the are in a dangerous environment

modeling the locker was simple, the weapon however was tricky as i tried to use a low poly count but maintain a high poly model, I personally feel this came out very well


Winter Submission Unity beginning layout


Winter Submission Assignment


After some minor tweaks to the map layout in Maya, i finally settled on layout i could use to suit the type of environment i was looking for, which would incorporate larger open areas and small, tight corridors for the player to navigate around to reach the final objective.



When designing the layout of the level, i carefully selected which space to use to allocate certain rooms in which you may find in a ship in today's times.

Below shows the initial beginning stages of the operations room and the barracks, these rooms are filled with equipment that relate to the rooms theme, such as weapon cases, ammo boxes, beds, chairs and desks which we're all modeled in Maya.




Winter submission assignment Initial Idea

Winter submission



For this winter submission, we we're tasked with creating an environment in which the player would walk about and use elements such as lock and keys for doors, on trigger sounds and lights etc.

My level will take place on-board a carrier based ship in which the player must navigate around the inside to locate a key which allows access to the hanger in which the player will use the jet fighter inside to escape the sinking ship.

Images below show my initial layout for the interior of the ship. using Maya to design this interior allowed me to visually see how the player would move around the level and allow me to identify where i would like to player key locations, such as doors, access keys, generators, ammunition and barracks for the player to start.