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16/02/18
During the Half-Term I have been working on a crossbow in which will be used within the game Action Priest to kill demons within the game to add a shooting and action element to the game. I had a look at some crossbows in which I had a look at some reference images because I was looking at some of the medieval crossbows because I thought it would look really simple to make but also tie in with the idea me and group had.
I had some ideas of taking some of the designs from the crossbow in the film Van Helsing because the design of it looks very gothic and also looks really nice. But looks more complex than a medieval crossbow because of some of the features the Van Helsing crossbow has to the medieval because of technological advancements.
Looking at the 2 I do want to go for more of the Van Helsing Crossbow because I like the way its designed but on the other hand I want to go for a simple crossbow in which I can add an animation to it that when the player presses the shooting key the string will shoot forward with the arrow in which will add a realistic action to the game because that's how the crossbow fires in real life.
Reflective Blog 15/12/17 Action Priest II Game Idea
So far in the project what wasn't going well was the baking in which was a vital element within the whole process of making models that will make up the Action Priests II environment because of the geometry within Autodesk Maya in which the low-poly and high-poly version of the model wouldn't fit on top of each other in which by asking for help I was able to get a better understanding and solve the problem and now I can carry on creating assets for Action Priest II. The plan for the next semester now that I have researched into all elements to do with the theme and Victorian in which the game is based in which this semester I had been creating easy assets and taking them through the whole process like creating the low-poly then creating the high-poly then unwrapping the low-poly and exporting both and baking the low-poly onto the high-poly to give it detail and ready to texture. Now having a better visual understanding of what makes a Victorian styled environment I can now carry on creating assets into the next semester and that all assets tie in with the theme and the art style of the game.
Reflective Blog 15/12/17
Since we have gone with the Action Priest game idea in which we thought was a good idea to create because of its theme and the time it was based in which branch out to all kinds of ideas that would make the game fun to play and make it look interesting to players. Since we had chosen the idea to go with Action Priest we thought looking at the prototype me and the group decided we would have the environment bigger than the prototypes because then it opens more doors for the player to adventure round and explore without feeling confined within a small space, so we thought to make the environment bigger so that we could add more gameplay mechanics and also environmental assets to make the game look and play better. With the Action Priest we thought it would be a good idea to go with in terms with environment in which with 2 environmental artists we thought that making the environment bigger me and Ryan can make the environment look to a professional standard and it gives James the Level Designer more freedom to go wild with the Level Designing and make the games mechanics enjoyable to the player so it adds elements of shooting and interacting within the game in which the majority of games involve a lot of shooting within them and games are interesting when they are interactive.
With the action priest project what I think is going well is the layout in which we have already managed to get a basic layout of what we want the games level/levels to be set out. With the assets I think the creation of assets is going well considering we have a lot of research in terms of environment and visual understanding from playing games that are relevant to the theme and the Victoriana era such as Assassins Creed syndicate, Worms and Warhammer End times Vermintide.
Because of the visual understanding of the environments and what makes them look the way they do in games gave me some inspiration and more of an idea of what is found within a Victorian environment in which I made some assets in which I thought went well.
I made a barrel from having ventured round the game Assassins Creed Syndicate and Warhammer End times Vermintide in which they are little assets that make up the environments. I thought to create a barrel in which will fill up the environment and also because they where laying around in the Victorian times. I thought the creation of the model went well in which I went through the process of creating the low-poly then making a high-poly then baking it within substance painter in which to make it look realistic in which we want the games art style to be.
XB3992 Honours Project
13/09/17 today we was discussing about what will be happening in the year in fairness to the Honours project in which I was thinking of a 3D modelling based project in which I choose a theme or time period and make some models that fit in with the theme and the time period I have chosen.
In the end I want to use put my models into a portfolio kind of platform in which it will rotate and show a 360 view of the model. I want to make some weapons and very nice looking models that aren’t as simple and are more complex and more nicely looking.
XB2001 Final Screenshots
I thought the entire project went really well to say I’d lost it I think I have done really well to recover and make a really good looking level next time I’d probably finish the walkthrough building at the start.
As well I would of finished the Egyptian buildings because I wanted them to look really basic but what I’d do next time is add more detail to them to give them more realism to fit in with my level a bit more.
I think that this room is my best bit about the level because I’ve added the most detail to that room in which is the main room of the tomb. I thought the way I set it out went well because I had to get the measurements right and the right scale so that the pillars weren't out of shape or where poking through the ceiling.
The pots I thought I could of done a bit better with but I thought they fitted in with the theme of the level.

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XB2001 Blog
What I thought went well in the assignment was the level itself because I really enjoyed making a tomb based level in which I thought I was going to struggle in the creation of the level and what I wanted to add in the level.
For example the mechanic where the pots go on certain panels to trigger the panel to go down but certain pots made certain panels down but I was never going to figure it out but I managed to work it out in which I thought it went really well in the end.
What I’d do differently next time is to make a level in which had less rooms and much smaller because I thought I made a pretty big level in which looking at it looked fairly big. As well I would have more assets within the level if I could model a sphinx or an Egyptian statue to give the tomb a more Egyptian look.
What I thought went well also was the pick up mechanic in which I thought was going to be a problem in which it was my vital piece of the level in which enabled the player to pick and drop objects that had simulating physics on it. speaking about simulating physics on the pots they kept spinning in which I had changed the setting so that they didn't move left to right which I thought went really well.
DD2000
Prop Artist
In this project I will be talking about what kind of job role I am interested in taking which is a prop artist in which I’d like to do as a career because I am really interested in the 3D modelling side of the gaming industry.
I like the use of creative and imaginative thinking when creating props in which involve a lot of researching and the variety of techniques used.
I will be looking into some key prop artists that are well known within the gaming industry and I will be looking at their portfolio in which I will look at how they have laid it out to show their work off on the internet. I will be taking a look into a game I love the props in and go into more detail and explain a bit about the props.
I understand that within the role it involves a lot of research behind the theme in which the props will have to tie in with so that when they go into the game everything will tie into the theme of the game.
Also I know I will need a lot of artist techniques because to make a prop look real or tie in with the theme of the game I will have to unwrap the models and then texture them in which in the end will look amazing.
I love futuristic themed games and the props because it I think they use the most imagination and creativity because artists will have used little pieces from reference images to create a totally new design of a prop to use in a game in which I would like to use the same method. Â
Prop Artist Job Requirements
Looking at the requirements in which I need to become a successful 3D prop artist is good knowledge of 3D modelling software for example 3ds Max and Autodesk Maya in which is essential to the role because the job is for a 3D modelling position.
Another vital requirement is a good knowledge of Adobe Photoshop or substance painter in which to be a 3D prop artist it consists of unwrapping and then texturing so them 2 programs are the most used in gaming industries to texture models.