Tuesday, 30 May 2017

Dead Metal Punks - Concept Art Part 18 Lily Alternative Costume (Winter Spy)

Finished Lily's 2nd Alternative Costume. This costume uses the idea of Lily stealing a set of lab cloths from the scientists in the arctic area. 

Now that all these costumes are finished I can definitely say that painting the base version of lily (clothless) was a good idea. It stopped me having to repaint some of the major parts of the character and gave me a lot of form work to base new clothing sketches over.

Finally, these costumes will only be implemented after the point where I have all the levels finished or I am in dire need of a break from environment work/design.


Dead Metal Punks - Concept Art Part 17 Lily Alternative Costume (Jungle Ops)

Finished Lily's 1st Alternative Costume. This one's inspiration is a mix of tank girl and jungle warfare attire (Vietnam war etc). Using Tank Girl as inspiration was a bit of a problem at first because she has a lot of very sexualized outfits and those themes don't really suit my game well, so I had to tone down that aspect.


Monday, 29 May 2017

Dead Metal Punks - Concept Art Part 16 Lily Alternative Costume (Desert Hunter)

Finished Lily's 3rd Alternative Costume. It is a bit confusing calling it the 3rd since it's the first I have concepted but, this costume will be the one unlocked near the end of the game. Out of the 3 costumes (All currently at at least the sketch stage) I think this one looks the most powerful/cool. This opinion was refuted by a few peers on Friday so I know I'm thinking along the right lines by making this costume the final one.

One thing to note - I originally painted this with the gun being pink but, it makes sense it being green since all her weapons are stolen and it contrasts well with her overall design.

Wednesday, 24 May 2017

Dead Metal Punks - Concept Art Part 15 Omegabot n' Listotron A.K.A Final Boss Cores

Final Boss Cores Concept done. Since the whole final level is regarded as one multistage boss fight I decided that instead of concepting each section (which would take considerable amounts of time) I would concept just the Core Robots for the first 2 tank stages. These bots use the colour scheme that the main parts of the space station will have. To be honest I could have made these 2 Cores very basic but adding character makes things more fun.

For the space station itself I know I want something similar to the International Space Station but on a much larger scale so that a tank can fit inside comfortably.


Monday, 22 May 2017

Dead Metal Punks - Boss Planning 4

Finally got to creating the design for the final boss/level. I originally left it as I was a bit burned out from doing the rest of the bosses at once. After discussing with Josh about creating the ending early on I decided it needs to be done.

Also as a test I created some directional snow based materials in UE4 to see if I could make any model look like it was covered in snow. It worked really well and should save me a lot of time since I wont have to re texture objects like static vehicles with a snowy variant. In the image notice that the crates are both the same object and material but get different variants of the snow based on their orientation. 

I made 2 versions in the end. The first is used for literally any model to add top down snow and the other version is a subsurface ice with the same algorithms for snow (This should look great inside ice caves). Both of these materials have additional parameters so that the level and softness of the snow can be controlled.



 In terms of mechanics each of the 2 main battle sections are half a boss each and the rest is a series of fast gauntlets. I decided to use the giant hands from the 1st lily level as part of this fight as I feel they are underutilized at the moment for the amount of work that went into their creation.

In the final section I'm planning on making the player win a round of rock paper scissors vs the space station. I think a comical final fight like this would really suit the theme of the game.


**Boss Placeholder Name :** 

Concord Spacestation

**Gameplay Type:** 

Both

**Description : ** 

At the start of the level/boss battle, Lily (inside dead metal) jumps out of the rocket and slams into a section of the ship exploding through the wall and into the space station. The ship is divided into sections using both modes. The tank parts will be in large open areas outside core rooms. The lily sections are gauntlets inside the core rooms, the doors to these areas are shielded until the corresponding tank section is complete.

**Tactics:**

There is a checkpoint after each section on normal difficulty or lower and a checkpoint after each lily section on hard.

**Section 1: Tank**

Each section of the tanks gameplay will start with a short moving section to get to the next core. 

In this first section  the room will spawn a variety of different enemies to fight the player. 

The orb robot will fly in an erratic fashion and only stops moving during its attacks.

There is giant robot hands that will periodically come out of the levitating orb. When active a hole will appear in the side of the Orb and the hand will come out a second later.

The Orb robot flying around the arena is the part the player is required to damage in order to turn off the shields leading the core.

This section should last around 5 minutes

**Section 2: Lily**

This section will be very platform heavy and have mining drones spawn periodically to keep the player on their toes.

The player must be able to get back out of this area.

When the player destroys the core they will have 3 minutes to get out of the section before it explodes.

**Section 3: Tank**

In this section the main robot will work in a similar way to whack a mole. 

It can pop out of several sections on the floor or walls and fires a series of bullets before retreating again.

If the player hits it with enough damage before it retreats it will be stunned, stay out of the hole and take extra damage for several seconds before returning to its normal mode.

As the bosses heath decreases it will start opening more sections at the same time. Only one will be the body, the rest will launch bouncy bombs around the arena (random direction)

**Section 4: Lily**

This section will be very trap/platform heavy and have mining drones spawn periodically to keep the player on their toes.

The player must be able to get back out of this area.

When the player destroys the core they will have 3 minutes to get out of the section before it explodes.

**Section 5: Tank**

Now that both cores are destroyed a final countdown sequence comes online. This last section will be a fast paced escape run to a docked rocket.

Parts of the ship will begin breaking apart with platforms to bridge the gap.

There will be a lot of standard enemies in the way that are less difficult to kill than normal (Increased pace of fighting)

If its possible - At the end of this section the player must win rock paper scissors vs a the robo hand that is shielding the exit. There will be 3 large buttons at the top of the screen that can be shot to choose a pose. A 3 second counter displays on screen before the hand chooses its pose (Player can have as many attempts as they want as long as they have the time)

**Unlocks**

Slow time special for Lily

Concept art

Sunday, 21 May 2017

Dead Metal Punks - Concept Art Part 15 Laser Raptor

Finished the concept for the Laser Raptor. Officially done creating concept art for the standard enemies now! All that is left to do is 3 bosses and lily costumes. I might do an environment concept for each theme but I understand what I want for them anyway without concepts.


Thursday, 18 May 2017

Dead Metal Punks - Concept Art Part 14 Divebomb Pherosaur

Pherosaur bomber concept done. These enemy's attack in a similar way to the jets, they are mainly a replacement for an extra jet version (Less boring than another one).


Wednesday, 17 May 2017

Dead Metal Punks - Concept Art Part 13 Reaveasaurus

Concept for the Reaveasaurus (Charging Dinosaur) done. Since this enemy's only attack is to charge and then flip the player into the air I wanted something that could really exaggerate that motion. I decided on a set of body armour (Similar to the soldiers) and two long prongs that can slide under the tank.


Tuesday, 16 May 2017

Dead Metal Punks - Concept Art Part 12 Sentinel Walls

Sentinel Walls concept finished now. Doing this one was a little more tricky since the boss is integrated in the level, so instead of just showing a wall piece I decided to make it a full environment concept. It's worked pretty well in my opinion, the openness of the base with a forest visible has some great organic/hard surface contrast. For the boss itself I required something to make it visibly move forwards, originally I was just going to use gears but the crawling legs are more interesting and clearly visible when moving.


Friday, 12 May 2017

Dead Metal Punks - Concept Art Part 11 DAM 03

Finished the T-Rex boss. This one was a lot of fun to do and gave me a nice break from all the hard surface work and let me have a play around in zbrush. Since I didn't want a boring base pose render of this I went and created the lowpoly, texture set and fully functional rig for this boss (Organic parts only). It was a lot of work but I don't have to do that work later on in development. 


Dead Metal Punks - Concept Art Part 10 The Peacekeeper (Helimech Commando)

 Finished the concept for the Helimech commando, which I renamed The Peacekeeper. The context of the boss is a mech designed to aid in controlling the dinosaur experiments that infest the jungle. When designing it I knew that I needed it to be able to switch states quickly so I kept the mechanism for retracting the engine blades simple. 

On a side note, I have increased the estimated hours on the boss concepts to 70 hours (up from 50) as I have already reached the original estimate and I still have 4 bosses to go. I could have rushed a few of these designs out to be honest (to save time) but ,I'd rather have prettier/more thought out artwork than something that will need heavy changes later on.




Thursday, 11 May 2017

Meet Mat Contest - Through the Porthole

Decided to enter the competition on allegorithmics website. Idea behind it was looking through the porthole of a derelict ship. I decided to divide the model in half to get two contrasting sides to help express this idea.




Monday, 8 May 2017

Dead Metal Punks - Concept Art Part 9 V12 Assault Bike

Finished the concept for the Assault Bike. This is for the 'boss' of the 4th level, which is a timed escape using the bike. Since I'm going for an 80's theme I decided to go with something inspired by Akira where they have a very low down position on a huge bike.

Through the design process I had a lot of difficulty with getting the colours to work. At first I tried doing it in the exact colour scheme as other Concord enemies, but it felt too noisy because of the different trims not complementing the curves of the design. In the end I decided to use the green trims as the main colour and the yellows/blacks as accents. It is still the concord colour scheme, just without the blue metal colour. 

I'm really happy with how this one turned out. I did spent a lot longer in the painting process compared to the other vehicle concepts, but it was fun to get back into full painting mode. 


Also here is the learning agreement for semester 2 in the poster. Might need to right click and view in new tab to see text (zoomed in)



Dead Metal Punks - Improved level visuals

To have a little break from concepting I went into ue4 to have a little play around with some improvements to the visuals in the interior level. During doing these changes I realized I never took any nice screenshots of the first level for showing online, so I took a few. 

In the interior changes I removed a few light sources and tuned up the quality of the lighting bake, this along with much needed improvements to the feeling of depth to the scene really improve the visual impact.





Friday, 5 May 2017

Dead Metal Punks - Concept Art Part 8 The Ultra Tank

Finished the concept for the Ultra Tank. This is definitely one of my favorite designs (aside from the submarine). It could end up being a bit difficult to animate though, but if all goes well it should be a great looking fight. I used a few of the drones in the renders with this to help get a good sense of scale. The Ultra Tank is roughly 3 times the size of dead metal.



Dead Metal Punks - Concept Art Part 7 The Moletrack

Finished the concept for the Moletrack. This is the burrowing boss in the final snow level so I needed to ensure that it had an obvious weak point (engine). I decided on using a series of tubes with glowing cores and I think it makes they quite good at grabbing attention.



Dead Metal Punks - Concept Art Part 6 Mining Drone

Finished the drones for the final level of the game. I still don't know some aspects of the final boss' gameplay, but I know the lily sections are going to be fast paced so I only want small and easily killable enemies that don't hinder the players movement much.