Tuesday, 27 May 2014

Level Lighting



Level Effects and Lighting

The main lights that the players will notice are the lights inside the buildings and the lighting outside in the park. I decided to set my level at dusk so I set the lighting outside accordingly. Inside the buildings I wanted to make sure it was all lit for maximum visibility so I used simple, easy to tile lights that provide simple light or the whole building. In the park I didn't use any artificial light, so I just relied on the directional light that I set up for the whole level. If I wanted to make the level even scarier I could have reduced the lighting in the level to make it darker. If I used this method there would be the problem of the level not having enough light and the player would not be able to see enough. I also could have set the scene to midday and brightened the outside light to give it that impression, since this wasn't my intention when I designed the level I decided against it. 

4 Animations unable to be added to show reel.

Due to some sort of bug with Adobe Premier there are 4 files that cannot be added to the show reel.

I am therefore going to be uploading them here. Sorry for any inconvenience.
Death:

Pushing:


Idle On The Ground:


 Walking:


Tuesday, 6 May 2014

Chair Texturing

I have completed the model and have begun texturing it.

These are the textures I used:

The bump map



The diffuse map





Tuesday, 29 April 2014

Chair Asset 1



This is the chair asset that will be used in my scene. The wheel segment will be copied multiple times to finish the asset.

Tuesday, 1 April 2014

AUDIO ASSETS

Audio Asset List

This is a list of sounds that I will be using in my level.

  • Footsteps on concrete
  • Footsteps on grass
  • Glass shattering
  • Zip line noises
  • Pickup noise for key
  • Safe unlocking noise
  • Door opening
  • Large vehicle noises
  • Ambient bird noises
  • Ambient wind noises

There won't be much sound in this level as I wanted to create a more desolate landscape sort of feel to my level. The sound in the buildings are going to be basically wind and passive noises like foot steps. The park will have sounds like leaves rustling to create a more wilderness type feel to it. The escape vehicle at the end will have passive noises on it to show that it is active and ready to go. I will also add in helicopter noises overhead to show that there are people still active in the game world. I want to create a darker feeling to my level, so I will use sounds that reflect that.