Zoe Devlog
Week 1 —— Jan 22 → 29
This week we focused on concepts so we were all to create mood boards. We were working with the idea of 4 teams with different elements that all fall under the same theme. I created mood boards for each of the main ideas we had. We then voted and the states of matter idea won, so we began making character concept art that aligned with the decided theme.
Deliverables
- Mood Boards
- Seasons
- Elements
- Pokemon
- States of Matter
- Concept Character Art
- Liquid
- Elephant pup
- Narwhal
- Axolotl
- Octopus
- Jellyfish
- Solid
- Moss ball creature - variations
- Gas
- Ferret
- Snake
- Floating gas octopus
- Plasma
- Hedgehog
- Lion
- Star
- Star-slug
- Starbug (ladybug)
- Liquid
Week 2 —— Jan 29 → Feb 5
We began narrowing down concept art and designs and decided on the 4 main playable characters. My water axolotl was chosen as the plasma character, so I was tasked with playing around with the design to see if I could break out of my art style and create an axolotl that is a better fit for our game. I created some concept art for how to make the axolotl scarier and less cutesy! My first set of designs was still a bit too cute and derpy looking, so I tried to take the design I liked most from my concepts and try to make it even scarier. In the end, Jackie ended up being the one to finalize the axolotl design. We also were tasked with creating mood boards for the environment.
Deliverables
- Axolotl Concept Art (scarier!)
- Environment Mood Board
Week 3 —— Feb 5 → 12
This week I focused on very basic models such as rocks and cliffs. I tried to make a couple of variations of each natural model so that the designers have options to pick from. I also made some twisted trees for the gas area and a very basic water fountain model for the liquid area.
Deliverables
- Rock Models - 4 variations
- Cliff - 3 variations
- Gas Tree - 2 variations
- Basic Fountain
- Rock Arch
Week 4 —— Feb 12 → 19
This week I continued creating models for environment assets. I also made another variation of the water fountain since it is a repeatedly used asset.
Deliverables
- Mushrooms
- spotted mushrooms
- twisted mushrooms
- Crystal Cluster
- Lamp post - 2 variations
- fancy fountain
Week 5 —— Feb 19 → 26
The design team had some issues with the lamp post as it was being silly at the base, so I put it into Blender and fixed it. The fountains were also looking a bit flat so I was asked to play around with them. I was able to add a new material and color the object by faces, that way I could make just the rims and base a different color.
Deliverables
- Fixed lamp post model
- Fixed/adjusted both fountain models
Week 6 —— Feb 26 → March 4
This week we designated what models are necessary for implementation into the game and which would be cool to add if we have time. We decided that we needed the walls, fencing, bridges, and cargo containers and that once we get those done we can begin moving to 2D assets like texturing. I created the bridge model and also created an individual crystal model that could be used as extra decoration in the solid area.
Deliverables
- Bridge Model
- Individual crystal model
Week 7 —— March 4 → March 11
This week I focused on variety, as we have lots of natural environment models and do not want them to look too repetitive. I worked on creating one or two extra models for each nature asset.
Deliverables
- Pine tree (2 more variations)
- Sprout Plant (2 more variations)
- Wilted Sprout (2 variations)
- Mushrooms (variation of the spotted mushrooms and the twisted mushrooms)
Week 8 —— March 11 → March 18
Spring Break woooweeeee
Week 9 —— March 18 → March 25
This week I focused on more natural assets to help fill out the map a bit more. We realized that the decorations repeated a lot and the game could use more decorations in general. I focused mostly on making assets for liquid, to really highlight that the area is lush and natural-looking with lots of plants.
Deliverables
- Gravel Patch for Solid
- Smooth stone for liquid (2 variations)
- Grass patches for liquid (3 variations)
- Overgrown rock with grass for liquid
Week 10 —— March 25 → April 1
This week I created more crystal variations to give the solid environment some more variety. I also separated the materials on the crystal cluster so that the crystals can be painted individually, giving it a more natural look. I also made the crystal model that will be used for the power-up and health boost!
Deliverables
- Short stubby crystal
- Tall skinny crystal
- Medium crystal
- Crystal power up
Week 11 —— April 1 → April 8
This week I was tasked with painting the UV Mapping for Fountain Sprite! This was my first time texture painting in Blender but it went well!
Deliverables
- Painted Fountain Sprite
Week 12 —— April 8 → April 15
This week I worked with Jackie to change and update the color palette! We got some very useful feedback during the presentation about accessibility regarding the color scheme. Someone who is color blind may have a very hard time differentiating our 4 different color sections, so we put the old color palette through a color-blind simulator so that we could work on making it more accessible to all! We also cut down from 5 colors for each area to 3 colors to keep things simple.
Deliverables
- New Color Palette
Week 12 —— April 15 → April 22
This week I did the texture painting for the Plasma Axolotl!
Deliverables
- Painted Plasma Axolotl
Get Phase 4 (2024)
Phase 4 (2024)
Glory to the Elements
Status | Released |
Authors | Precipice Games, Peeslosh115 |
Tags | moba, Multiplayer, Team-Based |
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