Designer at Work

So I've been having a little fun in Photoshop and have designed some images to be used for Branding and Promotion.

The most important one I made is the official logo for the game!

Official Game Logo

Game Background 1

Game Background 2

4 versions of a Promotional Poster 'Control the Elements'

Game Menu Concept

Clothing and Armour

The clothing was an especially difficult one to do in Maya which is why I only have the two examples below.
But for the designs we have what could be regular cloth clothing this was created when I was told that we had a medieval theme in mind. The other being a tribalist combat armour with a more primal stone age theme in mind.





















I hope I have the opportunity to recreate these designs and more in a sculpting toll like Zbrush because I feel that I would be able to create clothing a lot cleaner adding in small details like folds and pulls rather than the hard shapes seen above.

The Weapons of Oshindor

So listening to the game idea pitched by my team-mates Dylan and Tom, I as one of the modellers on the group decided to Try my hand at weapon and armour modelling. One problem I faced was not being given sufficient concept art from other members to work from and see how the game idea was in their head so instead I resorted to researching images of weapons of the period myself.

Sadly I do not have experience in sculpting tools like Zbrush and Mudbox where this sort of creation would be better suited and as I was under a strict deadline to complete the work I have created my models in Maya.

First of all here is a shot of my models together before I get into each one,




From left to right we have a Dinosaur skull Spear, Bone Dagger, Wood and bone Bludgeon, and a Tomahawk.


So from our other members I was told that this game was set in a period similar to the early Neanderthals only in our game they will be living alongside dinosaurs and other giants beast which they act as both predator and prey. One key difference I would say between our Neanderthals and those of history are the abilities to craft  minor huts, weapons and clothing using the materials around them.


Now into each weapon. Let's start with the Tomahawk.

So a tomahawk is a type of single-handed axe from North America, traditionally resembling a hatchet with a straight shaft. Tomahawks were general purpose tools used by Native Americans and European colonials alike, and often employed as a hand-to-hand or a thrown weapon.


When researching the Tomahawks I noticed two distinct styles in which they are made namely the simple modern design and the traditional Native American. Now if you look at modern tomahawks you will see a shaft/grip and metal head. Compare this to Native American tomahawks you will see the same shaft and grip, an antler head (metal wasn't used till later) but also added to this tend to be beads, feathers and engravings.
With our game idea being set in unique circumstances it seemed right to go with the traditional Native American design as the use of metal will be very minimal.









This is a bludgeon it's a very simple brute force weapon. It is basically a heavy wooden club but also with sharp carved bone spikes added the the rear of the neck for secondary attack.

One way this can be used is to smack someone with the club slide and then on the back swing pierce any open body parts with the spikes













The curved dagger would be made up of a wooden handle with animal skin grip and a sharpened stone or bone blade.

The curvature of the blade allows for a smooth slicing motion aswell as the ability to create a nasty stab wound as it will not go in or out in a nice straight motion.

Looking back I think the blade could do with the curve being toned down slightly so that the point is more in line with the hilt.











This is a bone skull spear/Halberd.

This design was an interesting concept and one which I am looking to expand upon this is based upon an image I found on google and I tried my best to represent this in 3D but it was tricky to get the desired shape and points.

If I were to do this again I think i would only use one half of the skull as it would be a lot more practical in a combat situation but this could still be used offensively with a thrusting motion and defensively to snag opponents weapons in the jaw.

The Art of Oshindor

In contribution to the group work, my job was the concept artist. I drew up things such as weapons, characters and environment. 



These are some of the zones and environments that would be features in our game. Tom, one of our idea men thought of this planet and I drawn some of the continents with inner zones. This would give an idea of how big these continents are and how big the planet Oshindor really is. This is the part where I would go into more detail and draw some of the landscapes of some of the zones, but these are still in development.


As you can see I drawn some weapons that characters could potentially craft and use ingame. Because the game is a primitive setting I was sure to stick to this style and use natural resources for weapons like branches, animal skeletons and stones etc. 
You can see the character is using one of the weapons as well as his chosen element power together in combat. This is an idea of how the game would play.

When players create their character, they get to pick an elemental power that they can go even deeper into. This would lead to class specializations creating many different combinations of elemental control.
Notice how there are 4 base elements, then these would separate into tree like talents for there are a wide array of gameplay mechanics. This image just shows examples of class specializations as well as how it would affect the players character visually.


Prymal is still very much in development in all aspects, but these are some of the different ideas and concepts as of now. Some work is unfinished but we hope that this has given you a good taste of whats to come. We will continue to update this blog as development proceeds.




Toms work


Unit 4 - Group work
Thomas Magee


For the group work I've wrote the lore and story for the game with help from my co workers. I created the world of Oshindor inspired by many other games and ideas. I also designed a UDK level for a few ideas, a HUD and mood boards. When planning the world i first drawn a map and then began to write about the lore.






After i done this i started to write about each zone and explain what it would be like, look like and enemies that would belong there,
this is the lore of the world.
Unit 4- Concept story

Battle for the Elements is a game where players from around the world assume the roles of heroic fantasy characters and explore a virtual world full of mystery, magic, the elements and endless adventure. The game is about your character who battles through the zones of the world increasing his powers. As the player explores these lands for power they will battle creatures, enemies, bosses and take on quests to reach the Worlds Throne to battle the corrupted elemental demon lord Mar’vanor who is drying out the world and the zones of their unique powers and elements until he bleeds the world of all it is and moves on to the next.

Oshindor

Oshindor is the world in which your character must venture through. The world in a unique planet thriving with areas of the world each with their own elements of power

Karu, Alara, Frozen Edge:
Alara and Frozen Edge are harsh barren snowy areas of the world located Northeast where the savage beast thrive and nomads live using the Frost elements to make unique ice sculptures as their homes and strongholds defending themselves from the savage beasts. These two lands are separated by the Ice Sea which has never been unfrozen, but now Mar’vanor is draining the elements out of the zones the lands are beginning to melt and the ice sea is cracking. If the Ice Sea cracks it could split the continent right down the middle flooding it whole.
Karu is home to the Ancient beast yeti with the same name.

Conquest:
Conquest is the harsh War-torn land that has been in battle for hundreds of years. The Barren Orcs and South Conquest humans fight for the inland to gain a stronghold of the centre of the area to dominate the land. This is where PVP will take place in game.

Bonzaan Ruka:
This dense jungle zone of the world in deep in mystery of its jungles, woods, and forest. These lands hold the earth elemental, player must help the Elves of the world fight the demons harvesting the recourses which is destroying there lush land.

Garathorn Plains:
This land is a barren desert type of land with the skeletons of ancient monsters which have been killed off through the decades. It has small oasis’s and to the bottom left of the map there is a huge, massive and unknown depth of a hole sits called Mar’vanor Hollow where he has dug out a hollow stronghold hold for his demons and taken the recourse’s underground.



Dried Isle, Dying lands:
The two lands which our closest to Demon Lands have been drained entirely of the recourses an only little survive. The land is barren and dead and now rouge enemies have moved there. Although the demons are still on the island the player will go here at higher levels to try rebuild and retake the lands.

Demon Lands:
The demon lands wasn’t even a continent until Mar’vanor came to Oshindor, he needed a place to keep his armies so forged replicas of some continents of the world and made his own land. He filled it with his demons and now unleashes them upon the world.

Paranvale:
This is where the player will start the game, it is the hub for learning how to play the game in easy and simple rural lands to get to grips with the game and how to use your abilities. It’s a peaceful lands with a lot of culture and human civilisation. The humans have only been around for a few thousand years and have evolved rapidly, a key feature of the game is human’s uncontrollable quest for progression and furthering the world around them and themselves.
Once i had a very big and clear idea of what i wanted the game world to look like, me and my group began to model and design armor and items and buildings to fit in with the world. So i decided to go into UDK and create a basic idea of what the world will look like in 3D.






Now to help the team come up with ideas for the game to model and draw i put together some mood boards of characters and beasts for inspiration





So now we had an idea what the world, in game world and characters would look like i started to think about the HUD for the game. I didn't want loads of stuff on screen clogging up the gameplay so i made very basic and ideal designs for the character. Considering on what class you would use you would have a layout of your health and two main spells to cast while everything else would be hover over when needed.





The beginning of a humble abode

So I created a low poly hut that will be a part of the players base. This will be used more as a template for future buildings. The player ingame will upgrade and add to the base and I want the different levels of this base to show that.

This will not be textured untill myself and the team are happy with the final draft of each level of the base.


Elementalist Arm Concept Sculpt

This is a first draft of the elementalist's (just a name I've used to represent the main protagonist of our game for the time being) arm.

I'm still fairly new to ZBrush but this helped me gain valuable skills in an extremely powerful tool that can be used for concepts in the future.

It started off as a simple human male model, I increased the muscle sizes, turned the human hand into a demonic claw, added a guard that protrudes from the wrist and added raised veins to the arm.

As mentioned this is just a first draft and I intend to make a few more and try some different ideas.