Thursday 15 October 2015

GreyBoxing Walls

The confines of the level was first to be defined by grey-boxing the playable area of the game. The scale and dimensions of the modelling was extracted from the paper prototype and concept sketches. Windows and door cut-outs in the wall meshes have been placed according to the prototype and concept art, allowing for assets including doors to be placed on the mesh.
The overall layout of the grey-boxing constrains 3 rooms and a hallway.
walls
This mesh was then refined, with changes to the overall shape, dimensions and placement of windows, to adhere to the concept art better.
side_walls
The stylized shape of the windows and doors hints at the art style used the game. This style, however, dictates that there were to be less windows and openings, as to bring a gloomier atmosphere; this means that the interior of the building will have to rely on ambient lighting and other light sources to create the desired atmosphere.
walls_skew.JPG

top_walls
Next, some rough assets have been dropped into the scene, as to allow correct measurements and the desired playable area. These assets lack textures, so rely on shaders at this point for depth.

walls_with_asset_5.11
walls_with_asset_2
walls_with_asset
The next steps for this scene are interior light placement, window greyboxing, inclusion of more assets, and texturing.
Here is an example of adding lighting through the unity game engine:
render

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