digital art and games

A network for rmit students studying games, media/digital arts and comix

Please post your individual project synopsis and personal goals for your project in the comments below. You can do this anytime before the start of class #3

Thanks!

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Team: Paper Plane Productions

Game: It's a Thug Lyf

Core Statement:
An intriguing new thug-themed game type, which evolves around perfecting clever strategy’s to out-wit, and out play, your opponents.


Personal Goals:
1. Create a fun/gripping game-type which makes people want to play.
2. Continue to develop my modeling and map-making skills.
3. Build on my port-folio.
4. Control my time-management on a higher level.
5. Refine and learn new skills that will benefit me in the industry.

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Team: By A Thread
Is a Adventure / Role Playing.

Synopsis:A gritty outcast stops at a bar shortly after salvaging a wreckage. Shortly after, everyone in the bar is attacked by mysterious cloaked figures who seem to be searching for something, and our hero is caught in the middle. Can he figure it out before they do?"

Personal Goals:
1. To complete the project with a working game that look polished.
2. To complete every task on time and learn to manage the schedule.
3. Learn how to produce my creativity in different way.
4. Learn how to share my idea with the group member. Learn how to work with group member.
5. Learn and give idea how to organize a projects.

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Team:
Synthetic Nest

Game:
Bailter Ray

Elevator Pitch:
Control marooned Astro explorer Captain Phoenix Valentine as you're compelled to explore, jump and ray gun to survive the dangerous attacks of an alien planets inhabitants and retrieve your space rocket, in this 2.5D retro styled sci-fi platformer.

Synopsis:
Bailter Ray is a 2.5D “side scrolling” platform, adventure shooter. Set in an alternate reality where science fiction tin toys exist as living entities. The player controls a tin spaceman Astro explorer Captain Phoenix Valentine.
The levels are comprised of surreal alien landscapes, encompassing platforming playgrounds which the the player needs to explore, collect rewards, solve puzzles, eliminate enemies and learn new skills to progress through the level.
Bailter Ray has been developed for a more causal gaming market targeting children though some adults may also enjoy it.


Personal goals:
*To perfect Maya and Zbrush integration and UV layout skills.
* To research and understand further the power of kismet and the creation of custom particle effects.
* To integrate the tools used in the art pipeline in a more seamless manner so as to be more productive and allow faster prototyping of level and environmental art assets.
* To keep within the scope of the project and to polish existing art and features that worked and abandoning those that did not.
* To have fun playable game as compared to that of only a collection of portfolio pieces (art assets)

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Game: Hollow Front

Synopsis: In a foreign future where no one's true to their appearance, and each step leaves an impact - it's what's been forgotten that will need to be revealed.

Personal Goals:
- build my work to create a portfolio for future employment
- be more punctual and fulfilling
- improve and build on modeling and texturing skills
- push myself to achieve more

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Team: 6 Pin Bowling


Synopsis:
This game places you in the soft-soled shoes of a gun-wielding ninja in a humorous setting as you navigate your way through an enemy stronghold to assassinate a target, utilizing tactical decisions through a third person perspective.

With such a project, I hope to:
1) Develop my drawing/painting abilities while producing concepts.
2) Improve my work with texture production.
3) Gain further experience working through a games production method.
4) Work closely encapsulating the design aesthetics of the game’s setting.
5) End production with a project that I can both have fun playing and be proud of creating.

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Team: SPACE BACON
Game: Charge

Synopsis:

This game is a multiplayer game where technicians compete by utilizing their amazing jumping skills in order to light up the city.

Goals:

1. Have fun and engaging multiplayer developed through plenty of playtesting
2. Have a professional level of quality in every facet of the game.
3. Complete major aspects of the game early to allow time for polish and extra features.
4. Hand other subject's submissions on time and complete them early.
5. Build a folio by the end of the year.

Fin.

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6 Pin Bowling

A ninja in 16th century japan returns to her home-island to restore honour to her disgraced (and rather silly) clan, by killing the rival samurai clans leader. Silly fun action and tactical gameplay.

My goals for this are similar to most with minor exceptions:

-To become yet more accustomed to the game studio work process
-Build up more in my showreel
-Improve my skills in : Game design, Sound design and characterisation
-Demonstrate ability to implement fun gameplay mechanics with assistance from programmers
-Use my knowledge of japanese culture and aesthetics in a practical way
-Challenge myself to grow in all areas. Except height.

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TEAM: IDK
GAME: MELTDOWN

synopsis: 3rd person driving UT3 map, where you GET THE FUCK OUTTA THERE!!! before the city MELTDOWN!! from the nuclear reactor, which is GOING TO EXPLODE AND KILL YOU!!!! so what do you do?

personal goal:
-i want to gain many new skills both in terms of using new programs, eg UT3 engine and grow in stuff i already know.
-have the game working and looking pretty.
-all have this to make my portfolio look good and employable

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Team: Cosmonaut

Game: Cosmonaut

Core Statement: To protect your base against robots and other creatures found on Venus and also plan stocking up on supplies in between waves.

Personal goals:
1. Complete all the tasks on time and within expectations
2. Have a clear understanding of what each group member is required to produce/edit/design and create a concrete time line to completing the set task.
3. Create a wide range of 3d models that is presentable in a portfolio to use as a resume
4. Become more efficient and proficient in 3d modelling
5. Force myself to explore new techniques and methods when it comes to designs and creativity

(sorry for it being a week late, might as well make an effort)

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TEAM: XX
PROJECT: 13

SYNOPSIS

13 is an Art Demo using the UT3 game engine. We have chosen to create an Art Demo enabling us to focus on showcasing our artwork. The project is a virtual space to explore and experience. As the audience becomes more engaged with the environment, layers of the character are revealed. Only under these moments will the audience learn that a 3D model is only a moveable object until it has been properly designed.

GOALS

(1) Create a folio piece to showcase the group’s talents to future employers
(2) Maintain production schedule
(3) Create an achievable work whilst maintaining high quality

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