I forgot to make a mood board of the game, so I made one now. Don’t laugh, because I am very professional, occasionally.
Moving 18 years forward, we can see Unreal Tournament how it looks in its latest version.
Comparing 1999 and 2017 game editions, we can see a massive improvements, such as the graphics and the implementation of the progression system.
Even though the game has gotten better in general, I am remaking a map, so I can see what it could have ended up looking in a different theme. Hopefully I can add it online for everyone to see, but no promises.
In this middle is the main game Unreal Tournament and the first connected bubble is the other games (indicated in bold). On them bubbles are the differences attached.
With the knowledge on Unreal Tournament map, I analysis three other games. Here is the TimeTable:
From the information I gathered, I made the decision of TF2 had the best replay-ability and mechanics out of the four games (3 above and Unreal Tournament), because it is the only game mentioned with multiple classes and a level system. For level design, I would chose Goldeneye, because it has multiple floors and sometimes buildings .
Here are the game maps:
Today I have been learning about multiple ways to produce textures in PhotoShop from someone else. Here they are:
These were both using the same hoodie, but turned out with different results.
Tom make this, we created simple patterns using a few tricks in PhotoShop and then defining them as a pattern. After than we opened an A4 document, imported an image and then selected only the image.
With the hoodie selected, I created a new layer, filled it in with a colour (makes the blanks spaces this colour) and added in a pattern overlay using the effects options. The hoodie layer mode was then set to multify. After than it was done.
From this I have learnt some things, but some others I already knewed. The fings I learnt were the following:
- Layer modes change the layer look massively (only paid attention to it today)
- Some tricks on how to make a pattern quickly, for example: Offset
- That you can apply patterns to a hole object by selecting it.
This practice was useful, but not useful at the moment.
The mood board above is of ruins. The images used was showing that ruins are dirty and ancient.
The following images can be seen above:
- Cracked stone
- Mossy stone
- Dirty and old floor
- Ruin temple
I chose the cracked rock, mossy stone and dirty and old floor because, it fits the inertia of the average ruin, the rats were chosen, because a ruin would contain some type of rodent, normally in large amounts, but sometimes small.
Finally we come to the ruin temple, I chose this because, every ruin is some type of stone building that has decay, been destroyed or has collapsed. The reason this is important to know is because, if I am going to recreate a ruin, I need to what one looks like.
The nature map was one of the maps I decided I wanted to do, but it wasn’t the one I really wanted to do.
In the mood board above, you can see the following:
- Sunshine and Sunflowers
- Tress with vines
- Wild animals
The reason I added these in is because, this is what I see in nature (There is life and death as well, but it maybe too much).
The sunshine is the weather typically shown to symbolise nature, the flowers come along with it, insects are annoying, but you can’t have nature with them, animals are the same, but nature needs one or the other to make the scenery feel real, weather gives the atmosphere the feeling of change and the desert is a type of land that I think resembles nature more than other lands, except possibly snow, but it is a close call in my opinion.
I have chosen to do the arcane temple in a Quasar type theme. The reason I chose this was, because it sounded interesting and fun to create. It may sound completely bizarre, but I think the map would look really fun to play.
Here are a mind map and mood board (more will be coming soon):