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.
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.
