Ballista Designs done at Childwickbury Arts Fair:
Great work, envious even.
Which University did you enroll with? I have been seirously thinking about enlisting at such, yet I can’t find any that… well make sense. I already even have experience in the game industry, but nothing matches dedicated study at a well equipped and staffed university.
We’re at Hertfordshire University. Although I wouldn’t recommend the MA here, it’s mostly research with no teaching on artwork other than ‘go make this, and look at this artist’. The BA is apparently alright, but the you get taught a lot of dated stuff, so you really need to still do your own research and development of your work to get good. I would use a course to learn the software, but don’t expect to stroll through a course and come out of it with a job unless you spend very little time sleeping and partying. #hermit
Seems we made the the polycount monthly recap! woo!
So i better show what i’ve been doing, because it looks like Joe is doing all the work. He isn’t. Just like… 95% of it.
The narrative component of Orloth is told when the player collects crystals. The crystals contain messages left for them by the guardian of the town. We wanted a way for the player to be able to easily know when they are near a crystal. The players armour will begin to glow and get more intense as the player gets closer to a crystal, this effect will end once the player has interacted with that crystal. So you can see above the normal, and glowing armour. That’s the low poly + wip textures.
And here is a video showing the effect on the UE4 base character. You can also see one of the crystals i made. I wanted to give the impression that it has energy contained inside it, and the particles around the outside help make it stand out.
Will you be needing any voice talent for the dragon or MC?
Hello!
Actually i was contacted recently about this, and the voices are all sorted. Thank you for your interest though!
WIP creature designs of a ‘Plague Wraith’ - based on medieval Plague Doctors. Under the mask it’s got this weird proboscis that comes out and sucks away at the souls of those infected with black death.
Test run of a play through start to finish. Find the crystal messages, unlock gate, see scary room, run back to dragon on bridge.
I suck at lighting, so any tips on lighting a scene like this would be greatly appreciated as we hit the final 3 weeks before deadline. Thanks to everyone who has helped and given critique so far, it has been invaluable.
The artworks are looking really professional and polished, keep 'em coming!
Snow looks good / okay.
Obviously the walk animation is looking clunky
Yeah you can be proud of the ballista!
Sound lines are pretty good as well.
I must admit I fast forwarded a lot because not much is happening in the game except for the art part and I’m much more of a game designer
I wrote feedback as it came to my mind while looking at the thread / video.
Good luck and have fun in your projects everyone
EDIT: And lighting is beyond my knowledge unfortunately!
@Yun-Kun thanks for the feedback. Yeah this project is more of a playable portfolio for us than an actual game, so yeah it’s kinda dull gameplay wise because because we’re just focusing on doing stuff that we think looks cool
Project would have benefited a lot from an art director and a game designer, but it’s just myself (environment), Almighty_gir (tech art/characters) and Tudor Morris (concepts).
We’ve had a lot of fun and I’ve learned a great deal, so your kind words about the project feel great honestly.
This looks very good. I expect to see your work in a AAA game some day.
Very kind, thank you.
You can grab the demo here!