Dwarfen Steampunk

In lesson we have been working down the modelling pipeline to make a scene in teams of 8 and my team chose dwarfen steampunk as our theme and I decided that I would make the typical hat and goggles that have become a staple in steampunk settings.


I started off by making these designs that would outline how I would make this model from different angles as well as making clear which part of the model would be in the low poly version and what would be added for the high poly version of it.


I am quite proud of how this is turning out as it is looking better than the artwork for it looked however I need to finish the strap on the goggles to make this model complete. I have also colour coded parts of this  to make unwrapping and texturing this easier in the future as each colour represents a different material. Red is metal, green is plastic, blue is metal and pink is fabric however on the right goggle the green doesn’t seem to be appearing in renders which is unfortunate.

Overall I am quite proud of my progress on this however I need to keep on working on it to improve it further into a complete model.

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Faces project

Recently we have been working towards making a mood board of faces to show different emotions and different angles of faces.

I took inspiration from graphic novels with how they are drawn and shaded as I grew up reading graphic novels from marvel so I decided to do my best to mimic that arts style.

faces project.png

This has been drawn using a couple of different methods, the first 4 were done entirely in photoshop however the last 3 were hand drawn and lined using sai however they will be shaded in photoshop to match that same graphic novel type of shading.

Overall I am quite proud of these drawings as they are clear and the shading looks good. The lines also look good and intended so overall I have a reason to be proud of this however I could improve on this by drawing the rest of the bodies or by colouring the drawings and shade them with colour as well.

Assessment leadup tests 2

After working some more on the game that I have been making as preparation for the upcoming exam, I have made some artwork and some more code to go with the game. Although it looks pretty basic, it is working out to be quite good so far.

all together.png

To start of I made the world that the player would be working their way through with 12 pixel walls all around purely to please my OCD and 2 specified rooms where the player will have to traverse around enemies to get through the puzzle. The first room at the top has 4 entry ways however there will be an enemy patrolling around the outside of it as well as one inside that the player will have to avoid to win the game.

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I then worked towards making an objective. This consists of a collectible and an exit for the level. The star is quite obviously the collectible and despite it being quite a simple design I quite like how it turned out and the exit was meant to be a basic hatch idea however you can’t really tell so it just looks like a blend of colours so that could be improved on.

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The last design I made for this was the player and the enemies which follow the same design of being a simple looking person wearing a hate where the enemies  are wearing red hats to show that they are dangerous.

I also made some code today as well…


This is the variables that I used for this script that is meant to make it so that the bullet is launched from the enemy every few seconds. The first variable finds the prefab for the projectile so it can spawned later on in the code. The other two are variables that will be used for maths later on in the code.

Shoot function.PNG

This first function is quite simple as when it is called it creates an instance of the prefab previously specified  in the same position and rotation as the object that it is being launched from.

update function.PNG

This function makes it so that every frame it is checking if the shot timer is greater than the rate of fire which will call the shoot function and reset the shot timer if it does.


Otherwise it will constantly be adding a factor based on time onto the shot factor which makes this a constant shooting timer that will fire about every 2 seconds.

This works together with another script that allows the projectile to move…


The first of these variables looks for the rigidbody of the prefab so that it can move it across the screen. I also created some variables that can be used in calculations later on in the code.


When the object is created this code makes the rigidbody have a movement speed using the firepower as a multiplier to make it move at a constant speed.


This update function makes it so that there can’t be too many projectiles. It does this by taking the lifespan and taking a time value away from it every frame. It also checks if the lifespan is less than or equal to zero and if this is true then it removes it which makes it so that there can’t be too many of them.



This is a simple script as it only has one variable which makes a target for the camera to follow.


The update function only makes the position of the camera equal to the player however it is still a distance away so you can see whats happening still.

Camera movemnt.gif

Overall I am quite happy with what I have done so far and to improve further I will need to make it so that the enemies stop when they see the player and start shooting rather than them always moving and shooting. This will involve using raycasting to detect the player as well as changing the monobehaviour to be active or inactive to activate and de-activate scripts.




Vehicle design

Over the past few weeks I have been working towards making a custom vehicle that I can recreate in a 3D environment.cars.png

I started off with the silhouette method which allowed me to come up with basic concepts that could be used later to create a full design. I ended up liking the first silhouette more than the others and wanted to draw it however realized a couple of problems with this. The first problem with this was that I was inexperienced with perspective drawings so my first goal was to learn how to create perspective drawings.


This was the website that I used to learn this. It has a bunch of tutorials that I followed so that I can slowly learn how to do this process. This took a few tries to get correct however eventually I did manage to get it.


This is the page I used to try to understand perspective, I found it pretty easy to understand using the assets on the website I have linked to previously, this helped to make a more realistic looking vehicle drawing.

Car scan.PNG

This is the drawing I made in perspective, this left me to take this drawing into my program of choice to make this into line art. For this I used sai paint tool as it is the program I’m most comfortable with using as it is fairly simple.Car scan sai line art.png

After pulling it into Sai and making some adjustments in the program, this is the result I got for my line art, I am quite happy with this and it makes it easy to colour as well. This line work was reasonably easy to make as Sai is quite nice about line work as there is a tool that makes a line that is completely editable. Next I worked towards colouring this which I have less experience with.

Car scan sai.png

After working with it for a few hours, I made this with the coloring which I think worked out quite nicely  as it has made a complete image that works quite nicely with each other and is quite visually pleasing. Next I used photoshop to do some editing on this image to make it similar to how other concepts are.


After doing some image editing I came out with this. I am quite proud of this and how it worked out as it looks quite nice and it also looks like its come out of  a car presentation which makes it look nice to me. I am quite proud of this however to improve in the future I will work towards being able to shade in Sai.

Alex Pardee

Image result for Alex Pardee art

This is one of the drawings created by Alex Pardee which has the purpose of being a movie poster. I quite like a majority of the design as it has the theme of being made of candy as you can see from the colours used on the bow-tie and from the melting away from the character to represent how chocolate  melts. This can also be seen through the head being eaten into and the hair seemingly being made of cream. The area I don’t like on this poster are the eyes as they seem out of place and are quite distracting for me when I look at the art. I think that this was made using digital methods as the lines look quite clean as if they were made using illustrator and the colouring also looks digital on here. If I were to make an art piece similar to this then  I would probables use the dripping feel of the character to represent chocolate however I would probables do something different to represent edibleness such as a bite taken out of the side of the character rather than being eaten at the center.

Deco art styles in bioshock

Recently we have been looking at art deco which is a style used in a lot of classic architecture and is usually considered quite luxurious for people. The first two Bioshock games are inspired by this art style and it can be seen quite regularly throughout the games.

irrational games logo.PNGbuilding.PNG

You can see some of that deco art style in the irrational games logo, you can even see the resemblance to modern buildings within the shapes used in the logo. This shows what irrational games is about and the art style they closely follow within their games.

doorhinge.PNGwelcome to rapture.PNG

Here you can see similar designs in Bioshock to what can be found in real life items. You can tell by comparing scenes from Bioshock to real life items that the people at Irrational Games thought about the art style of their games and made their inspiration clear to the audience.

Capture.PNGa fucking chair.PNG

You can see in deco art styles that curves and shapes are important, these shapes are seen in Bioshock and proves that the people at irrational games think about this intensely and it shows through in their work.