Prototype Level

Here’s an early video of a personal game project that I’ve worked on for about a month so far in the unity game engine between jobs. The project originally started as an exercise in increasing my knowledge of game programming in order to supplement my primary focus on artwork production and game design.

Some things learned coming from an artist dabbling in some game programming:
-Raycasting is powerful, and you can get a lot of mileage out of simple boolean checks, distance equations, and time.
-Some things that I thought would be complex for me to program turned out to be really simple.

-Somethings I took for granted == not so simple. Save game states, who would of thought.

-Debuglogs and printing out script variables is valuable when I haven’t implemented any visual feedback yet.

-I hate nullreferenceerrors

-And not really programming related, but level design (and flying around the level in the editor for hours…) is still fun!

The following deals with more of what goes on in my mind when I’m focusing on the other side of development.

The overall aesthetics focus on a minimalistic depiction of a war between the blues and the greys, while introducing rather computerized elements such as the strange grid floor animations and the choice of trees showing their “raw” billboard components rather than “actual” alpha masked-leaf textures. Not necessarily pure abstraction-ism because the objects are representative, but as a mixture between both representationalism and basically me playing with elements of abstraction. Plus, a little bit of animation and massFX pre-baked destruction goes a long way!

The color palette is kept to a strict and deliberate choice of complementary blues and oranges when dealing with the main city layout and enemies, with greys being used to ground the player and eventually his AI comrades. Textures will be used in an almost spot color manner in order to keep visual interest going throughout the game.  Three separate directional lights are used to fine tune the control over each surface, especially since most of the environment relies on solid color so a high level of attention must be paid to how each side is lit, with ambient occlusion playing an important role in helping to distinguish the different features of each model from one another.

These choices were made with the goals of both creating a hopefully light and refreshing visual design of the game, and perhaps most importantly, one that is both malleable and manageable for a one-man project.