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Showing posts from September, 2021

More Props!!! and furniture

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Props I have finished rendering the rough sketches of the furniture designs from my previous post. I also decided to work on creating one of the most important props of the game the murder weapon, a long pair of gardening scissors. With the furniture designs I wanted to give them an old dusty look, like it hasn't been cleaning in a while, also enhance the antique look. I think I've done this well with the chair however it is pretty warped which is due to how it hasn''t been maintained and someone haphazardly trying to fix it. I've also included another variation of the chair with torn cushions and a some more details to separate it from just a plain old char and give it that antique look with all the Victorian details.  I've included two variations of the murder weapon one where its been in use with  blood dripping of it and another just plain without blood. The killers hands are purple and a lot more fleashy because his body is constantly rotting. I really like...

Environment Development

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 I've started to flesh out the environment sketches in my previous post adding more detail. In some I focused on detail and in others I focused more on the atmosphere and harsh shadows. The main environment I focused on in terms of detail is a room where kidnapped victims are kept deep below the house with the only light source being the candles, because of how old this part of the house is there is no electricity, the walls have cracks and are made up of lengthy worn planks that have aged with the house. This part of the manor I want to contrast with the more well put together façade of the place. As the player slowly explores the manor slowly begins to unravel revealing more of its darkest secrets as its explored.  Because I am thinking about keeping the game as a side scroller like the traditional clock tower games I've wanted to show what it could look like as the player navigates. I also looked at a fixed camera angle like many horror PS2 games (resident evil code veronic...

Props

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Prop development uwu  In one of my previous post I drew some rough ideas on what kind of props would fit within the environment of the game. Because the manor is owned by a family of alchemists a lot of the equipment would have to kind of fit in with that a mixture between traditional science stuff and whimsical magical stuff so with an earlier design for props I went all out designing every little thing that could be included from a book made out of skin to a statue bust that could be used for a potential puzzle (notice the jewel indent on the chest) however with some of these I expanded them slightly.  One prop that wasn't there was a frame which I thought would be cool showing the residents and the legacy of these "great alchemists". I thought it would be cool to show the painting in different states, the first being as it was originally intended to be viewed the second having a hole in the canvas, which toes into a mechanic for the game that I thought would be cool. B...

Display ideas

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    C U B E Below are some of the ideas I have for what I want my display boards to look like.  Because I game is set within a manor having the sides of the cube decorated with wallpaper that's old and peeling I think would look cool. Maybe even having the sides peeling with blood down the side. In terms of decorating the top of the cube I might include some bloodied scissors alluding to the killers murder weapon and some candles. I'm thinking of also including an artbook on top of the cube however that depends on how much time I have.

Finalizing character designs

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Character design  I started to finalize the main character Alice's design, going over some of the earlier sketches and adding some color to get a feel on what kind of colors I want her to wear. I've started trialing colors and really like the blue and green, its very dull and meek which would fit her character perfectly. I've also trialed some hair colors and skin tones because I want her to appear frail I think I might giver her a very pale skin tone to help accentuate that. I've started working on the rough design and really like the look of it the baggy attire and kept back hair gives her the appearances of a shy goody toe shoes, in the sense that she always firmly follows the rules not one hair out of place. As the design progressed not much changed from the original except for her face which I altered taking away any of the sharpness giving it a more bubbly look and shrinking the height of her head  slightly and making sure her hair was kept tightly beneath her hea...

Figure Designs

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Rough figure designs + How do other figures look  While we won't be getting the sculpy for the figures anytime soon I've started designing an early design of how I want the figure to look. The first one is very rough and as I started drawing it out I didn't really like it and ultimately thought it didn't really fit the character. While in a situation were you're being stalked you of course would want to defend yourself however within the game there is little to no way to defend yourself as you can be quickly overpowered by the stalker even if you were to have a knife, dude has a massive pair of gardening scissors and could clip you in half in an instant, especially a malnourished  teenage girl like Alice who has very little strength even to hold a weapon. The second design I think is a step up. I think it accurately depicts allices personality and the unaware scissors at the back of the sculpture just make it even better. The key thing when creating this sculpture i...

Environment designs

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Rough environment design   I've started working on what some of the environments could look like in the game. Like with my artist model I'm keeping it pretty medieval, with an emphasis on including a lot of old wooden things, flooring, antique shelves, and chairs. At this stage they are nothing more than rough sketches which I plan to improve on later down the line once I have a fair idea on what kind of color palette and consistency I would like. In terms on what kind of environments I will be designing I will mainly be focusing on the interior as that is the most important aspect of the game and the environment the player will engage most in. If I was to make this an actual game I of course would design the exterior however at this stage I want to focus on the most important part of the environment and how I can use those environments to create an atmosphere of dread, as well as give players an insight into the habitants and history of the castle, why are some rooms in such ...