Developer Log - 03/04/21


Approach: Wanted to put a spin on the shooting gallery carnival game, and went about creating a russian roulette variation to draw upon the themes that the team wants to illustrate to contrast between the reality of the game's world and the nightmarish sequence that later takes place.  Since the shooting gallery has multiple targets, I thought designing the central component should take the form of a gun cylinder which also gives the chance to animate in a clockwise manner to switch out the "bullet" targets once the player shoots the bull's eye. 
 
Tools: Used Maya as the main modelling application to develop the game asset, photoshop to originally create a metallic effect for texturing and substance painter to block out the colours necessary for a comic book / cel shading texture, which will have revisions.


Original intention was to create a gear using the cylinder polygon and extrude tool to create the individual sections, with the middle part leaving room for a cog to add towards the rotation of the gear moving clockwise. 


Wanted the targets to have their own sections within the gear's form to at least make a guideline for the scale,  but due to the subdivisions of the middle part, the twisted mesh created this angular extrusion which later on proved to be a problem when texturing the form.


Testing out how the form would look using a smoothed mesh.


Used Photoshop for the metallic effect that I'd apply onto the model, later revised this and went with a cartoony / comic book style instead as that fit more with the art direction we agreed on. 


One version of the model using a realistic metallic material and bullet form templated from a revolver bullet reference.  Ended up scrapping it because I strayed too far from my conceptual design for the model. Created a second version for targets and outlined the new cylinder polygon using a reference to scale to size and add more detail for highlighting where the bull's eye is positioned using subdivisions. 


Instead I used substance painter to block out the sections of the model mostly applying a monochromatic hue to outline the where the shadows are and where the light is present. I'll need to revise later on, but liked the way this looked.

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