Friday, November 22, 2013

Week (47): 18/11/2013 – 22/11/2013

Leon and Koen have been talking about the "style" of the game. Leon started to make concept shots from first person perspective to define an artistic composition and view for the labyrinth. He created different types of concepts.



Because it's hard to come up with something, Koen assembled a scene with different 'free models' to show the amount of quality we could reach within just a few hours of assembling and tuning some effects. By doing this we have something to talk about for the team instead of talking about 'ideas'. It also motivated us to finally have a picture where the game is heading.


Kaj our character artist is busy on the 'demon portraits'. The portraits are used at the end of the labyrinth, showing you which demon was chasing you and a little backstory. This is the concept sketch of 'Rokurokubi' a japanese demon.


Johan finally finished a efficiently generating labyrinth. When generating very large labyrinths it keeps performing great. This was one of the problems we had with the old model of generating a maze.

Because we have the Oculus Rift, we had one of the Moms over at our office. We recorded a very funny video about her using the Rift.


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