Wednesday, 21 May 2014

Room Design Stage/Concepts

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.

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