Science Rules is the second five week game that I've been a part of. This game had the restriction on being either being an action game or a puzzle game. There was also a sort of 'modifier' of the game revolving around Pursuit. It was required but the game that was best voted to use Pursuit gets extra credit. My team decided on making a game where enemies pursued an objective and the player had to stop them. We worked on a sort of defensive-ish First Person Shooter where the player takes down robots, gains Gears, and then builds things with those gears. We had set up for certain types of traps that worked from Walls, Slowing Traps, and Cannons. We had planned on adding more guns to the game but we ran out of time to properly balance and model them.
My job specifically was to work on the 3D and 2D art for everything included in the game. I started off designing the enemy robots and parts of the environment. After that, I set to work on the robots themselves, getting them modeled and animated. After that was finished, I worked on getting the environment pieces modeled and set into the scene properly with colliders. Then I set in all the texturing too make sure that we had the glowing / neon effect we wanted for the game. Near the end of the project I modeled and tuned the gun that's in the game so it was properly balanced. I also designed and programmed the doors to open an close to let enemies out but not the player in. There was also some small 2D elements I made for the Game Over / Game Win screens.
You can find the game here, just know that there is sound, so be careful with volume.
Chris Ulrich's Spartan Work
Monday, February 16, 2015
Action Grid - Heavy User Interface Work
This was my first major group game that wasn't a game jam. It started off as an idea of a turn based raced in which we had settled on working for a board game styled game where all four players would fight for a top score that would be computed at the end of the game. In short, there are four ways to accumulate points, Place, Distance, Damage, and Collection. For place, the map had and end point and whoever got there first would earn the most points for that. Distance was simply how many squares each player had moved over the entire game and whoever moved the most got the most points for it. Damage was the same as distance, the player who did the most damage to the other players got the most points for it. And finally, Collection, which was a simple conversion of how many things a player had collected. The main goal of the game was to get players to have different strategies while working against each other in the race for points.
My work for this was solely UI work and a few systems that worked with it. I designed all the UI elements and set them to work correctly with all the corresponding information from all the score scripts. I set up all the menus that dealt with player actions. One of the cooler things I made was a character selection screen that worked with 3D models. One of the hardest things working with was making an end game screen and a script that took all player score information and sorted it from highest to lowest so the right amount of points could be assigned to the right player, then it would sort all those points out to determine the winner. Everything was set up using the NGUI plug in.
There is a link to the game here, but it is a multi-player game only. Also note that the game uses sound, and it could be loud for you.
My work for this was solely UI work and a few systems that worked with it. I designed all the UI elements and set them to work correctly with all the corresponding information from all the score scripts. I set up all the menus that dealt with player actions. One of the cooler things I made was a character selection screen that worked with 3D models. One of the hardest things working with was making an end game screen and a script that took all player score information and sorted it from highest to lowest so the right amount of points could be assigned to the right player, then it would sort all those points out to determine the winner. Everything was set up using the NGUI plug in.
There is a link to the game here, but it is a multi-player game only. Also note that the game uses sound, and it could be loud for you.
Friday, June 20, 2014
ZBrush Final Progress Report
For the final project, we have to take a piece of concept art and make it in ZBrush. We have to have both a character and environment they are contained in. This is the dude guy I'm going to make;
Here is a link to my concept board. These are just different images to help me compose and craft the different parts of the character in the artwork. As well, here is a gallery to show how far I've come in one week so far.
I feel things are coming together pretty decently. This is around 15 hours of work. Next up I plan on working on his head. So the mask, braids, dread lock things, and antlers? are coming up. Then it'll probably be the furs and leathers, and after that, minor detailing and moving onto the environment.
For the final project, we have to take a piece of concept art and make it in ZBrush. We have to have both a character and environment they are contained in. This is the dude guy I'm going to make;
Here is a link to my concept board. These are just different images to help me compose and craft the different parts of the character in the artwork. As well, here is a gallery to show how far I've come in one week so far.
I feel things are coming together pretty decently. This is around 15 hours of work. Next up I plan on working on his head. So the mask, braids, dread lock things, and antlers? are coming up. Then it'll probably be the furs and leathers, and after that, minor detailing and moving onto the environment.
Monday, June 16, 2014
Project Two: Robot / Mech
For our second project, we had to do a hard surface model of a mech or robot. I went with Megas XLR from the show of the same name. This proved difficult at first when I tried building another ZSphere armature, so instead I went with a base mesh modeled in Maya first that helped out a whole lot. What I did the most here was to separate everything into different sub tools, and sculpt them all on their own. As well, I was able to insert small cylinders and other parts into the mesh without having to worry about sculpting them from the base mesh. I found this project to be mostly successful. I lost some time messing around with the ZSpheres are first, but I was still able to do a lot of work and get something that looks a bit Similar to the actual mech. This took at least 25 hours of time, but I learned a ton and found some good techniques that I can use for other projects down the line. I plan on painting it, so I can cap it all off and have it be done.
For our second project, we had to do a hard surface model of a mech or robot. I went with Megas XLR from the show of the same name. This proved difficult at first when I tried building another ZSphere armature, so instead I went with a base mesh modeled in Maya first that helped out a whole lot. What I did the most here was to separate everything into different sub tools, and sculpt them all on their own. As well, I was able to insert small cylinders and other parts into the mesh without having to worry about sculpting them from the base mesh. I found this project to be mostly successful. I lost some time messing around with the ZSpheres are first, but I was still able to do a lot of work and get something that looks a bit Similar to the actual mech. This took at least 25 hours of time, but I learned a ton and found some good techniques that I can use for other projects down the line. I plan on painting it, so I can cap it all off and have it be done.
Lab Three: Jewelry
For the third lab, we were focused on using what is called Panel Loops, a function in ZBrush which works right off of Polygroups. A good way to think about it is taking separate groups in your mesh and adding edges, or panels, between them with a bevel. As well, you can take a flat mesh and build it out into a full 3D form. In these pictures, I made the Ring of Blades from Dark Souls 2. The engravings are all from simple panel loops. I just had to draw the shapes out, make sure there was no extra mesh, and run the tool. There is also the Stone Ring I tried making first, but it did not turn out as well as I had hoped.
For the third lab, we were focused on using what is called Panel Loops, a function in ZBrush which works right off of Polygroups. A good way to think about it is taking separate groups in your mesh and adding edges, or panels, between them with a bevel. As well, you can take a flat mesh and build it out into a full 3D form. In these pictures, I made the Ring of Blades from Dark Souls 2. The engravings are all from simple panel loops. I just had to draw the shapes out, make sure there was no extra mesh, and run the tool. There is also the Stone Ring I tried making first, but it did not turn out as well as I had hoped.
Project One: Cartoon Character
Out first project for the Summer ZBrush class was a cartoon character. I chose Archer because I thought he would be simple enough to pull off, but it turned out more difficult than I had anticipated. While it came out decently, there are obvious flaws that I'm not quite so sure how to fix yet. I think I would be better off starting from scratch. This was a great project because I learned a lot with the different sculpting tools that ZBrush has to offer as well as working with what is call Dynamesh. In total, this project took between 15-20 hours. Even though it was a difficult choice, I had fun sculpting out Archer.
Out first project for the Summer ZBrush class was a cartoon character. I chose Archer because I thought he would be simple enough to pull off, but it turned out more difficult than I had anticipated. While it came out decently, there are obvious flaws that I'm not quite so sure how to fix yet. I think I would be better off starting from scratch. This was a great project because I learned a lot with the different sculpting tools that ZBrush has to offer as well as working with what is call Dynamesh. In total, this project took between 15-20 hours. Even though it was a difficult choice, I had fun sculpting out Archer.
Second ZBrush Lab: An Animal
For the second lab, we had to sculpt the form of an animal. Anything we wanted to. I decided to make a HORRIFYING TENTACLE MONSTER from Dark Souls 2 because I thought it would be fun. It worked out pretty well, but I was hoping to get a bit more done with the oil or whatever it's in in detail and paint. The first picture is the concept art, second is the armature, third is the drawn ZSphere, four is the base mesh, and the last few are the final result. This took around 12-15 hours to complete. This was a good assignment because it helped me learn about moving around the mesh pretty heavily off the base mesh and still making it look decent.
For the second lab, we had to sculpt the form of an animal. Anything we wanted to. I decided to make a HORRIFYING TENTACLE MONSTER from Dark Souls 2 because I thought it would be fun. It worked out pretty well, but I was hoping to get a bit more done with the oil or whatever it's in in detail and paint. The first picture is the concept art, second is the armature, third is the drawn ZSphere, four is the base mesh, and the last few are the final result. This took around 12-15 hours to complete. This was a good assignment because it helped me learn about moving around the mesh pretty heavily off the base mesh and still making it look decent.
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