Where the Tables Stain with Grease: Pre-production

by Justine Magbitang, 3185293

  • Genre: Interactive Animation, Art Game
  • Keywords: Food, Low-poly art

Where the Tables Stain with Grease is an interactive low-poly game art project that explores the form of food. It features several kinds of dishes that users can interact with and learn about the different cuisines from around the world in which they belong.

Link to concept art proposal slides!

low-poly-pre-production

refs1

refs2


Working solo, I will be handling every aspect of the production pipeline myself!

Modelling: This will be the most important focus for this project. I will be building various dishes in low-poly as I continue to grow accustomed to 3D modelling in Maya.

Shading, Lighting, Texturing: These are what will bring my models to a more presentable, “appetizing” state.

Animation: This is what will be responsible for bringing my several food models to life.

C# coding: Time-allowing, I hope to be able to reach this stage where I can add a more intimate interaction between the art and the user. For example, the user can move utensils or pick apart at the different pieces of food.


low-poly-pre-production2

colour palette:

palette

environment sketch: tables, plates, various surfaces for food

untitled17

objects example:

burg

untitled3


My Strengths:

  • coming from a traditional visual arts background
  • can apply and continue to develop skills such as spatial thinking and composition

My Weaknesses:

  • no prior experience with the game art pipeline
  • expecting a learning curve/spending lots of time dedicated to learning Maya and Unity as a first time user

To me, game art is how we are able to conceptualize, experience and interact with the mechanics of any game. Without game art, games would simply be a series of intangible mechanics and rules. The game art is what helps bring these concepts into life through elements that are visually understandable, aiming to create an impactful and lasting impression on players.

Pre Production – Tenzin Tsephel

Genre: Indie 

Keywords: 80s, Retrowave, Synthwave, Cyberpunk 

Aliens are invading Earth! Satan and his daughter have risen from Hell to save all mortals and to get rid of the ruckus right above their home. 

Inspiration
054636ec3bdc2e8464f45cd613ef8737
f213eeb323fa97b9b780ead38b2b81ddimage22c1d73257124bf6ecea764678b9884b006fc4b5901b23d23b6d952a95169da9c4ap_427140206202
Music Inspo
https://www.youtube.com/watch?v=MkgR0SxmMKo
https://www.youtube.com/watch?v=IGqeyQhBPMI

Sketches
img_0685img_0686img_0687img_0692img_0688img_0689img_0691

Roles: Concept Artist, Modeller, Texture, Lighting, Sound Design. 

I will mainly be focusing on asset creation for the environment and hopefully add some sound design (music). 

Project Pipeline  

Story => Concept Art (Character/Prop sketches + World Layout) => Modelling (Buildings/Stores + Characters + Props) => Texturing => Scene Set Up => Lighting (Neon lights + Street lights + Store Lights) => Visual Effects (small flames for some props) => Rendering => Compositing => Final Production

Schedule
Week 4/5 : modelling smaller assets (characters/props) and start creating environment
Week 6: texturing smaller assets and testing visual effects for props
Week 7: texturing buildings and street
Week 8/9:  create and test lighting on buildings such as neon lights/lanterns/street lights
Week 10: compositing or doing any more cleaning up
Week 11: render and finalize

Game Art: In my belief, video games have always been a form of art. From the past when we had Ataris and simple pixelated games to now, when we have full blown cinematic experiences and first-person narratives that we can control in an open world. Game art can be so diverse, due to how many genres and type of games there are that cater to different audiences. Each game also has their own aesthetic that fit their genre or the studio/creator. It makes the video game experience much more authentic and evokes an emotional response from gamers which in turn, make them have a much more satisfying experience. It could be the slight animation of the wind blowing through the trees or the lighting of the sun’s rays inside a dark green sea, which all create an unforgettable atmosphere. An example is the Life is Strange series by DONTNOD that has its own colour theme and art style which came to life from the concept artist’s unique work also supported with indie music. Therefore, game art is the aesthetic design in a video game, through concept art, modelling, animation, sound design, levelling and every other role that goes into producing the whole overall appearance of the game. 

Strengths and Weaknesses: My greatest strengths would be my experience with Blender, Photoshop and Illustrator. With Blender I have a one-time experience with creating shapes and using nodes for texturing as well as controlling lighting for a scene I modelled on my own. My weaknesses would be Maya and Unity which I want to both learn at least the basics of and have some use of it for my final production for my lighting or small vfx. I am also not that great at time management or scheduling because I don’t work as well that way but hope to get better. (T_T)

Fantasy Forest

fantasy-library

Fantasy Library

Simplistic, colorful and cute high fantasy library assets that are repeatable and can be used for a level in a game.
fantasy-library

fantasy-library-1fantasy-library-2fantasy-library-3

fantasy-library-4

What is game art?

  • Game art is oftentimes visual art used as assets or for designing a game. This is because its creation process is the same as “normal” art, in which a concept is expressed through design. The main difference is that it can require further steps to be integrated into the game.

 

Strengths and Weaknesses

Strengths:

Concept making and texturing.

Weaknesses:

3D thinking, UV unwrapping, rendering and lighting.