BA Game Art Blog

BA Game Art Blog

Wednesday, 2 October 2013

Now or never

Week one 


Admittedly I never thought I'd get excited over the prospect of making and rendering a cardboard box, but when I saw the creation unfolding before my eyes, I knew this was something I wanted to keep doing and get better at. (Yes, that's actually my work above!) Of course, people teased me for bragging about the work I had done on Facebook, but I remained ever proud of the final rendered product. From the reflection on the wooden floorboards, to the normal map which brought the creation to life, I was satisfied with what I had learnt over the course of a week.

My creativity hasn't stopped there, of course. At once I threw myself into research for our room design and rediscovered the haunting themes of Amnesia: The Dark Descent and knew I wanted to create a room based on the overall theme of the game. So that's when I began looking at chairs and windows, lots of chairs and windows...


All I could think about was how I wanted to filter eerie light through the windows and use candlelight to bring the room to life and create an unsettling atmosphere. Whilst the game has a beautiful Victorian type of decor, the lighting plays a massive part when it comes to bringing the scene to life. Have you ever played Amnesia with the lights on? I have, and I can tell you that it isn't nearly as scary. (Images below are from Amnesia: The Dark Descent.)



Of course, I know I've thrown myself straight into the deep end here with this idea, but why not challenge myself? I'm eager to see how far I can push myself with the asset design and texture maps, so I can watch the room unfold before me, one piece at a time.


Week two, coming soon...



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