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SKetches and modeling of hero prop!

After the refrences were gathered, we had to design our boots refreing to diffrent styles that we had picked. These designs were inspired by the styles in the references and were more or less considered kit bashing. After which we had to choose a version that we felt would be the style that we like. I decided to go with second from the right and made the detailed isometric view to understand how the show can be modeled. The following sketch shows  how the wings would articulate and the minitaure fans  that would help the player to balance in air.  The next part of the DFA assignment was to create a rendered  three quarter view. After which we had to model the shoe in Autodesk Maya.  and have it inserted in to our game that we made.

Style guide and real life refrences

The next step for my hero prop was to look into the style of the Jet boots i wanted to go for. After much research, I decided to go with the Marvels, Iron man style boots and , was greatly inspired by Marvel and Disney's, Avengers movie. After which we had to create 2 sheets , one for style guide reference sheet the other that consisted of real world objects that could be mashed together to make my hero prop come to life.  Following are the reference sheets. Disclaimer: I do not own any right to any of the following images in this post, these images were strictly used for research and educational assignment guideline purposes for my DFA class.

Hero Prop/Toy

After much discussion,  my instructor and I came to a conclusion that i was going to work on Jet boots as my hero prop. Principle: For jet boots to work, the player must  obtain minimum of 1 power up  to activate his boots to  jump/ glide over the obstacles. Basically, more power ups you claim the  higher  or further you can jump/glide. Based on which  i made a prototype design of the level and the 3 main obsticles that the player will face in the tutorial level.

4 Prefreable ideas

After thinking about the game mechanic, I decided to do some research as to what ideas i preferred for the hero prop. Since the prop is to be used as a third person player game... i started to wonder how will the player interact with the prop and how would the prop work in regards to obstacles? What would be the obstacles that would require the player to  use the prop, what sort of fundamentals can i use from the rela world and the past games that require a hero prop that would function well and looks cool? Divulging myself into these question I made few basic isometric drawings of few of the idea that I thought would be cool to have. 1. This is a iteration of the claw glove idea. As i thought more about the Claw glove, i thought it sounded more wolverine sort of an idea. As i looked further as to what king of glove I should make... I thought  why not go with medieval era  armor gloves. And after which i thought  how about I give  it a cylindrical compartme...

Hero prop game mechanic - Brian storming ideas

1. Retractable Spear Ball -  this is a weapon inspired by chinese two sided spears with a mix of star wars  weapon used by darth mole. The weapon is simply a holo tube that consist of  layer of tubes. once activated the  metallic poles come out from both ends and a small sphere with holes come out towards the end. There are small blades  that come from the inside of the wholes  and stiks out the spikes. This can also be customized to have a hot elements inside instead of the tiny spears , this making it a deadly weapon 2. Umbrella blade weapon -  a reverse umbrella, which has sharp blades that are retractable chains and at the same time can shield players  from getting attack. it can be used as wide range in a circular motion to attack large number of enemies all sides 3. Claw glove: A mechanical glove that is made out of metal robotics armor. it had the ability to high energy pulse to the player around them that causes his  en...

PONG - Aracade Hits

For my programming class we created PONG  with a little bit of twist. We were paired in a team of two . and we assigned ourselves  a role of a programmer and the other a role of  of effects/ art. I had assumed of the former.  My first goal was to make the  game of pong look like  an old school pong that people can relate to. There fore Black and  white was the color scheme that i went with.  My main goal was to focus on how effects as the effects would  get the players more interested in our game. After creating the color scheme. I wanted  to add a bit of the dramatic flare to it, thus i started making particle effects for the tail of the ball and the radial bursts. For the Trail. I applied a material with opeque properties and  applies it into the cascade UI required module. Following are the values that i changed. I had also disabled velocity so that the trail would look seamless. And for the  radial ...

Shape / face/gesture studies.

In order to improve my self in modeling in Autodesk Maya,  and Z Brush. I use lots of traditional ways to learn how  to model and render a character or any form in 3D software.  To understand  how faces and shapes work, i do a lot of drawings from real life. When i draw, i accept that fact that my drawings may not turn out to be amazing master pieces,however, I do convince myself that  no matter how the drawing comes out  i will  try to get  as much details as possible.sometimes its hard to even get gestures in real life, however, i have developed a a skill  with my vision that once i capture a gesture in my vision i can  close my eyes and see how basic rules apply. Rules such as with shift,  how the shoulder is aligned to the hip, which direction are the knees and  feet facing. Understanding basic  rules and limitations of human anatomy is crucial and helps understand and get the results. It is a good practice to  s...