Friday, July 29, 2011

week 3

Updated design document with concept art start



Kyle Parrino
Design Document
Interactive Game Prototyping

Steam Punk

Introduction.

The job I want when I get out of school is to create character equipment and weapons. My

largest strength and strongest ambitions are for hard surface modeling/sculpting. My weaknesses fall in

to texturing I hope to make large improvements on my skill in this are during the course of this project.

After graduating from school I aspire to work for Blizzard Entertainment as a weapons and equipment

designer, sadly they require 2+ years experience before hiring. My goal in this class is to keep my

designs within reasonable limitations due to time constraints, but challenge myself to strengthen my

weaknesses, and learn more about what I already know. For this project I know I have the skills to

create the 3 models I aspire to, a forging hammer, a projectile weapon, and the arm apparatus; these

models could be very simple. In this project I would like to make them as complex as possible while

still making them look functional. I hope to come out of this class with a stronger skill in texturing and

rendering.


Target Audience Research

My Target audience is between the ages of 17-27 the people who most play games. My aim

towards this audience is based on arising interest in a style that is well defined but not widely seen. I

want the audience to be intrigued by these assets and let their mind wonder at what kind of world they

would exist in, who would live there, and what other kinds of contraptions would come from such a




place. The models I am creating are not going to be limited by console and hardware, they are going to

be made to the minimum amount of detail so they lose no luster what so ever, I do not plan to make

each model 1,000,000+ polys but I don't plan to make them the most minimal either. By pursuing this

audience I will have more information and input on what this age group is interested in, is it that the

object looks cool, that it looks like it could actually function, or nothing else matters but the destruction

it creates.

Over-arching game concept

The concept of these weapons is a little bit of realistic plausible working machinery with a bit of

imagination thrown in. The machinery will seam functional but the after effects of say the weapon

wouldn't be something that could actually happen in the real world.

Arm Apparatus

The Arm Apparatus will be fit the character from the shoulder to the wrist, utilizing hydraulics

will allow the character to have much more strength in that arm, via lifting weight, moving objects,

break through walls with incredible force, and absorb recoil from the stronger weapons.

Gun (to be named)

The gun will be able attachable to the forearm of the arm apparatus, the ammo clip will hold 4

canisters and or grenades. The canisters can contain flammable fuel, gas, or any other kind of fluid. The

front of the gun by the barrel will have a small place for a pilot light with the right canister making it a

flamethrower. Canisters containing a gas can be shot like a grenade causing them to explode on contact,

or sprayed to cover a large area in front of the character. The canisters filled with fuel could be shot as

grenades and explode on contact or set a trap for incoming enemies by covering the ground and



igniting it once they get close.

Forging Hammer

The forging hammer is one of a kind, it can create the strongest of metals and has been around

for centuries. Many objects are made up of its scraps, but only the ones constructed entirely from

metals crafted from the hammer are of the highest reliability and quality. Anything crafted from the

hammer is indestructible, but can be damaged by any other objects with the materials created from it.

The hammer is not just a normal hammer as most see it, it is the one and only tool the

Blacksmith (name) will need to create anything. With its design all tools needed to create anything are

either part of or attached to the hammer.

Art Style

Steam punk is the style aim for this project . The definition of steam punk is “An imaginary

Victorian age, that features brass and copper clockwork and steam powered inventions that go far

beyond 1800′s technology. Steam powered mechanical wonders, optimistic gear driven computers,

dirigibles, clockwork firsts, and stuff like that. “ the design of these objects is made of the right

material but are in need of some fine tuning to add the full effect. I want the textures for the art style to

show some wear and tear from aging, rusting, and environmental weathering.

The style of all the steam punk hardware references show a strong efficient design in

functionality but also have a lot of design that adds nothing to the function of the object. The designs

on the items will represent either some what of their function will be; whether it be damage, healing,

restoring, creating or something that represents the intended owners family crest or possibly their own

personality and intentions.

The mood I want the art style to set is like the viewer is looking into a new world, that they can

make some sense of what they are looking at but aren't 100% sure of what it does or how it works. The




finished style should also give the view interest of perfection and precision in all the mechanical

objects but show some imperfection in the object to inspire the thought that these could really exist

now.

History

The time of this game would take place in present time but in an alternate world where the only

fuel used is water and steam, there is no such thing as an extinguishable resource. The one resource of

value is good quality raw materials, metals, raw hide materials for strong hosing there is no monetary

system only trades of goods and services.

Civilizations are all taken well care of but there is always the greed of others, and weapons are

needed to protect the land from other civilizations that want the resources from the land. Much of the

world is plentiful with natural metals and resources, any unused metal or scrap that is useless is thrown

into a molten pit taking them back into the planet and replenishing itself, but for some civilizations it

wasn't happening fast enough, they were exhausting their land of its resources even not being in need

of any more machinery they felt it was their right to use whatever they could but leaving others without

what they needed. Defense from these attacks became necessary. The attacking army not having

anything to create more weapons than what were already available the weapons are crude but

destructive being only made of scrap metal.

Friday, July 15, 2011

week 2

Pitch

Kyle Parrino

1 Where do you excel as a designer?

  • 3D sculpting
  • I plan to show this in my portfolio with high detailed assets.

2 Define project goal for this class?

  • To create high detailed weapons, and equipment
  • create realistic textures and clean topology
  • 3 models in mind Weapon, Arm Apparatus, and Forging Hammer

3 Target audience?

  • 17-27, 35(according to statistics)

4 How will pursuing this audience uphold your personal focus as a designer?
  • By keeping my designs on track and have a 3rd party perspective it will help my designs evolve and even develop into something better.

5 Purpose of the assets?

  • Each asset will have an extensive description in the design document.

6 What is the genre for the assets?

  • Sophisticated steam punk technology.

7 Basic story

The assets being created are based around a past time period of an alternate present which

everything runs off of steam and is still made up of gears and metal. Technology such as

computers and communications are in existence but no automated machinery everything is still

made by hand.

8 How does this project idea uphold your personal focus as a designer?

I would like focus primarily on building hard surface complex assets, clean sharp looking

models that have enough imperfections to make them believable (wear and tare, rust, aging

ect.).

Below is the workflow schedule