Thursday, 3 May 2012

Final Ipad design

100% full size view. this is exactly the level of zoom the player will be playing the level with. maybe options to alter zoom in and out can be included in future game.



Sunday, 29 April 2012

iOS development


This is my iOS level in progress. i have chosen to build the level using top don renders of my 3-D igford level assets with many textures blended together into it all. also i will have some hand drawn areas, specially for touching up the level afterwards and putting in extra detail like ground rubble and extra foliage etc


this is a 100% zoomed in look of my level, the resolution and PPI has been taken into account and this exactly how it will look scale wise on the IPAD2 screen. it will pan across the level as the player drives.



this section again at full scale and view, shows my trees (which is the only part of the level assets so far that are not from my 3-D level, mainly because my tree i had built looked terrible and didnt fit with level very well, so i grab a few of these trees and put them in, some editing will be done and exspecially when i toon the whole design up. which brings me to my final phase of my level, when it is complete i will make the whole thing look more cartoon like through editing techniques and color editing. to give it more of a visual seperation from the realistic style of my 3-D level.

Saturday, 14 April 2012

Test build of mineshaft


still have a few things here untextured but its is all looking just how i planned and imagined

Wednesday, 11 April 2012



Textured tree. i had problems within maya with this as the textures had transparency to them for some reason. went through many options and couldnt find a way of fixing it, turns out all the transparency options in maya were set correctly and the photoshop versions of the textures where all fine, so who knows. the result of the model when imported in unreal fixes the issue though and it looks ok.

more assets

Wooden and metal barrels



Mineshaft candle latern


3 single rock boulders




2 rock clusters

Friday, 9 March 2012

Assets!!

Began modelling my assets for the level. as this is level design im keeping the poly counts as low as i can whilst still retaining good detail. when textured models should look very much better obviously. but for now im modelling all my assets then taking them into unreal to scale them all before i start to texture, as scaling a textured object will likely cause issues with the texture maps etc.

Various crates and boxes 

Plank wood fence variations

Mineshaft support braces

Mine shaft wall planks (will connect end to end from mine support braces) broken and singles ones for detailing

Various small rocks

Set of train tracks

Wednesday, 18 January 2012

Further track detailing.

further track detailing, the route layout and shortcuts. track is subject to change as unreal planning work begins. testing see if length is sufficient, cuts and edits will likely happen at certain points. but all thats done is a good building point for my final track.