Project Plan
Through this
module I aim to produce a body of visual work, which would function within a
game engine. I intend to create a fully rigged and animated main character, a
modular village system and a variety of environmental assets and if possible. I
will present the final work through a series of in-game renders of the entire
project once it is assembled together.
I intend to
tackle the project in a structured, methodical approach. I will be producing
the 3D work in a combination of programs including Cinema 4D, 3DsMax and
Unity3D. All conceptual work will be produced in Adobe Photoshop or with
traditional pen and paper.
The final images
will be displayed within an A3 portfolio, carefully mounted and pieced
together, I hope the body of work will give me the opportunity to [with the
help of a coder] produce a fully functioning iOS or Android game.
I believe through
this entire progress, I will learn numerous new skills that will benefit me on
my degree course at Futureworks. I think my main challenge will come from the
animation of the 3D character, but understanding the basic process of rigging
and animating in 3DsMax will open up so many more creative opportunities with
my work.
It gives me a
transferable skill that I can apply to (with small differences) different 3D
applications. It will also further my understanding of the development
pipeline, and how to both prepare and produce assets which are game-ready. I also
hope to take away a more informed idea of how to layout environments/levels for
a player to play through.
Time Table
October
|
Concept and R&D
|
November
|
Style Development
|
December
|
Character Development
|
January
|
Environment Development
|
February
|
World layout / Implementation
|
March
|
Review, Refine and Polish
|
April
|
Portfolio
|