Traditional drawing skills are my weakest area, but I still like to try and concept my ideas through the normal sketching process. I feel as though despite the lack of quality, the basic idea's are easily conveyed through basic shape and annotations.
 |
| Bridge Concept |
 |
| Engine Room Concept |
 |
| Airlock room concept. |
 |
| Archives Room Concept |
 |
| Bridge initial sketch and an unused "Crew Quarters" area sketch. |
 |
| A brief concept for a console with a moveable lever, the idea changed as my colleague created a beautiful Console model and we decided on using that instead to allow him to showcase more of his modelling skills in the final piece. |
 |
| Corridor concept, here trying to get the claustrophobic feel we wanted to capture in our designs. It ended up being a composite with some design ideas being taken into the orientation room instead, as the corridor was used for the hallucination sequence. |
 |
| Engine room puzzle concept. Here we see the initial designs. This was much more thoroughly developed using a quick UDK mock up (see below), |
 |
| Top down view of "Orientation Room" concept, was scaled down to allow the puzzle to be easier to understand and not force the player into too much reading. |
 |
| More detailed Orientation room concept, I feel this almost captures the final design. The original idea was to put the "Searle's Chinese Room" puzzle in here, but I ended up making it a more literal orientation room, where the player would learn the absolute basics of the game's storyline through the computer consoles. |
No comments:
Post a Comment