Thursday, November 7, 2013

Monday, October 7, 2013

Deterioration stage communication (% of blue)

The increased percentage of blue is to try and communicate 25 / 50 and 75 % health loss. Its a character animation UI attempt instead of the usual health bar.

Sunday, October 6, 2013

Decay state colour communication testing

Part of the game UI is to communicate to the user that their health deteriorates when in a dark area. We broke the death into 4 stages. 25 / 50 / 75 and 100%. This sprite is the 25% stage where neon blue (the enemy forests signature colour) is taking over the character = journey towards death.

50% will be blue up to the waist area, 75 will be the shoulder and 100 = totally blue and so death.

Run sprite reference

Had to reshoot my girlfriend Annie (character reference) for how hair falls when running.
I cycled beside her on the bike while she ran down the street before dinner :)

Enironment atmosphere animation test

Audio exploration/planning

After having no joy with the FMOD Unity plugin I've returned to use the audio straight out of Unity. Have been digesting audio tutorials from these guys.

Saturday, October 5, 2013

Platform Spawn (sprites)

First art pass of a spawning platform. The only real criteria the sprites had to match to was their height. 3 units high = max height of player jump.

Spawn platform (mushroom) test

Pencil test for platform spawn (mushroom)

Sunday, September 29, 2013

Uphill character sprite tests

First attempt to adapt my flat ground sprite to running uphill.

Referenced a snippet from this Redbull video for rough key frames.

The initial tests in the game world though, don't look so great. Looks like
she's pushing too much for the gradient that she running on. Might be
because my reference was quite a steep race and they were pushing at a
steeper incline.

Saturday, September 28, 2013

Colour studies

Exploring a palette for the environment to complement the lead characters signature colour.