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Tuesday, December 4, 2012

Beauty Shots: Second Pass


For all of the pictures I had to get rid of the floating particles :( For most of the pictures there have been minor changes. I readjusted my Dominate Directional light, and made the shadows crisper for the world so you can catch some of the cool shapes they make:


In this shot I added a lot of decals (the figures on the giant red wall to your left), and readjusted the eggs to that more of them would catch the light. I also moved the eggs completely into the fence. 


In this shot I added blood decals trailing off the side of the vista. I also adjusted the pots, and changed the fire so that you can now walk off the edge of the vista. 


This shot changed a lot in the middle-ground. I took out the old gate, and scaled up my bone pillars. I also pushed the pots out of the foreground, and replaced them with a stegosaurus-plate fire coulombs.

Sunday, December 2, 2012

Beauty Shots: First Pass

These are the first three beauty shots. Unfortunately I didn't use my favorite shot, because it just had too much of the sky, and not enough of the environment. 


Why I picked this shot: I loved the composition of the fence pulling you into the marketplace, and how he pull of the red wall to the left, and the fence in the back oppose each other. I choose to make a small marketplace because I just wanted the challenge of making it believable.

Critique notes: The eggs are flatly shaded (I will play around with the torch lighting to help fix that), the eggs should all be on the same side of the fence, the lighting on the shops does not look like it is coming from the torches, add more clusters of the same props.


This is my sacrificial vista. I know that in Aztec culture that they sacrificed people on top of the temples, but I could not resist the opportunity for a sacrifice overlooking a giant canyon, where they can throw the bodies over the ledge to the dinosaurs below.

Critique: Too much fire near the sacrificial stone on the back, needs blood to help the narrative, change the fire to another option we had (it's less saturated), get rid of the torch in the front. 


Lastly, my giant rib cage of doom. In this shot you can see my building kit, and at least a sample of every prop I have made. (pots, bones, iconography). 

Critique notes: the coulomb holding the gate up (to the left) is flatly shaded (fix my adjusting the camera), the pots in the front are distracting, the gate is visually confusing as to how it operates. Add more of my iconography blocks to the red wall.

Wednesday, November 28, 2012

Set Dressing Surprises (WIP)


I was too excited about this to hold it in. I found this shot by accident, and now it will be one of three hero shots of my level. 

Please ignore the blue tower...it has yet to be set dressed.

Friday, November 23, 2012

Bone Kit!


This is my Bone kit for my 3D class' Aztec-Dino world.

Below is the Bones in Maya with the first texture on them. My mail critiques were on the color (to make them lighter, and the Stegosaurus Plate needed more of an organic feel:


These are the bones in UDK. I lightened the color, and the Plates have ridges on them. I used the wooden beams,wooden gate, and fire from my classmates to make a pretty cool entrance to the temple.
I have to say, I am very happy with how they turned out. 


Tuesday, November 13, 2012






Transcendence is Complete!






Click the link below to play Transcendence.

This print and play version has bonus graphics! Enjoy!




Tuesday, October 30, 2012

Theme and Concept Statement: Transcendence


継続は力なり。 (Keizoku wa chikara nari) Literally: Continuance (also) is power/strength. 
Meaning: Don't give up. Just continuing to hold on will yield/reveal strength and power. Continuing on after a setback is its own kind of strength. Perseverance is power.


I found this Japanese proverb from a list found here:  http://www.linguanaut.com/japanese_sayings.htm 

The sentence that stood out for me was "Perseverance is Power". The quote seems a little powerful for a board game, but the more I think about it, the more it applies to my game. The two phases of my game are setting up your opponent's obstacles, and you have to overcome them to win the game. As we have play-tested I have noticed that the players are ruthless, and always try to make it as hard as they can for the other player to reach their goal. This is where the proverb comes in. To overcome the obstacles set before you, you must be creative and persevere or the opposing player will win. 

I know that mulan is Chinese, not Japanese, but this movie is the perfect example of a person dealing with adversity, and creating their own "path" through life. 


My game is meant to act as a giant metaphor for life:
  • The game board= your life and it's possibilities. 
  • Your path pieces= the path we choose to take. 
  • The tools= the abilities we gain in life to help us grow and develop as individuals, and overcome obstacles. 
  • The obstacles= the assumed "fate" of our lives, the "social norm" of our time, or anything else that may take control of our life away from us.
  • The gates=  our major events in life 
  • The stars= The minor experiences in our life. 
  • The temple= The end of our life, the end of struggles, the Ideal goal. 
  • The Cherry Blossom Tree (just a large symbol at the end of the game board)= The tree represents the transcendence of life, and mortality.  

There is also a Cherry Blossom tree in Mulan, In Chinese it represents female dominance, beauty, and sexuality. But as a design choice I have decided to go along with the Japanese meaning of life and mortality. 

So even though the culture of my game is Japanese- inspired, the narrative still is strongly simular to Mulan. She is faced with the choices (my gates) of fighting in the military, becoming a worthy warrior, and overcoming Shan Yu. Her smaller choices are the ones that made those events successful (my stars),  the choice to take her father's armor, the choice to climb the log and retrieve the arrow to make herself strong, and the choice to dress the soldiers up as women to break into the palace to rescue the emperor. This is why I have decided when a character's piece lands on a star then they will have small choice cards they will have to fulfill to pass. When the player reaches a gate, then they must complete harder chance-cards to pass. 

The obstacles in Mulan can be interpreted in social, geographical, and situational ways. Social obstacles would be the fact that in that era women were not seen as capable warriors. A geographic obstacle would be the mountain pass they need to defend from Shan Yu. The situational obstacle would be the fact that Shan Yu want's to attack the emperor of China. Those parallel the set- up of my game. In the beginning the social obstacle is the opponent who is placing your obstacles in your board, and how hard they are going to make it for you to win. The geographical obstacle is the physical obstacles the player lays down. The situational obstacles are where they place your two gates, and how hard it will be for you to connect your path to them. 

Motifs: The elements that repeat the most in my game. 
  • Gates
  • The Stars
  • Light, pleasing, etherial colors

Due to all of this:

The new title of my game is: Transcendence
My concept Statement: "Perseverance is Power"





Thursday, October 25, 2012

Play Test!




So far this is a good example of my game in the middle of play:


As you can see you have a variety of shapes you can make a path with, several items you have to connect your path too (the pink squares) and obstacles that prevent you from making an easy path to your end goal (a spot next to the big star). I have learned that this game is more enjoyable for people who like strategy. There are more items to think about that I thought because I personally like puzzles and strategy games. For those who don't...this game is not that fun. Honestly I don't think I'm going to change the difficulty because I do want to challenge people to think. 

Durring my "exit interviews" I have noticed that people would like to interact with the other player more. In the beginning you set up each other's obstacles (the brown rectangles and the grey hexagons), and even though it takes a while I have noticed that the players have enjoyed that the most. So far I know I will definitely I will be adding more obstacles. 

This is a form I had several people fill out after playing the game:

1. On a scale of 1-5 how fun was the game?
2. Which mechanic was your favorite? Which mechanic did you not enjoy?
3. Do you like the concept of being able to set up your opponent’s obstacles? If not, please explain.
4. Would you like more opportunities to interact with your opponent?
5. Did the game continuously keep your attention? When did you get bored?

#1 was obviously different from those who like thinking games, and those who just want to play a simple fun game. #2 was all about the obstacles, so I will continue to pay attention to the different options the players have with those. #3 was consistently a yes, even it it took a while. #4 was a yes as well, so I can tie that into more interaction with the obstacles durring game play, not just durring set up. #5 was a yes.