Thursday, December 5, 2013
Tuesday, December 3, 2013
Monday, December 2, 2013
Update Storytelling Environment
My update setdressing for my environment. I fixed my camera but I dont think I can call it done yet. Will update soon!
Sunday, December 1, 2013
Saturday, November 30, 2013
DFA!
This is my boss character for DFG assignment, I did a blizzard inspired character. This is what I have so far, I still have yet to change the words
Wednesday, November 27, 2013
Monday, November 25, 2013
Tuesday, November 19, 2013
River Styx Interpretation
So I created this environment for my mythology final project using some of my assets as well as UDK assets, my goal is to recreate the River Styx before entering the underworld
Sunday, November 17, 2013
Elevator Set! for storytelling environment
this is a set that I build for our storytelling environment, so these elevators are used to bring people up to mine crystals
Saturday, November 16, 2013
Complex Contraption!
This is my hard surface prop for complex contraption assignment, so this is suppose to be an industrial size caulk gun that has been redesign for future use.
Thursday, November 14, 2013
DFA UPDATE!
Tuesday, November 12, 2013
Storytelling environment for DFA
So this is my final painting for DFA class, this is the stage before our 3d work starts. This is the concept pre production stage of the process.
Thursday, October 17, 2013
Modular Kit
I build a morgue as a modular kit, I want the morgue to look abandon with some sort of story telling environment like where did the blood come from? Overall the mood is rather dark, clearly it is old.
Wednesday, October 16, 2013
Biome
We had to do a biome which consist of rocks a tree, log and foliage. I wanted to do a cold and dry tone. This project was pretty fun, I enjoyed doing the biome.
Tuesday, September 24, 2013
Monday, September 9, 2013
Toy Pitch 3 - Restless Rolling Cylinders
Concept Statement: Don't Slip off and into the goo!
Setting/Mood: Daytime. Gladiatorial arena. Large crowd.
Brief Backstory / Ideas: The idea was to have something really simple that rotates around that would look menacing and stressful to the player. So, I decided to have cylinders that are hard for the player to land on, cylinders that roll on the axis in a position that would stop when the player lands on and start rolling again when the player leaves. The idea was the survival of the fittest, so to say that the fastest would win in this race depending on how accurate that player would land.
Obstacles: I hope to make this a 2 player game that players could race each other on the rolling cylinders. It would encourage competition and stress would be a factor. Some cylinders could be drop when player land on after a few seconds. By doing so, that would make the player to make fast decisions. The player who would reach the platform on the other side would be the winner. I could incorporate my swinging pillars from the other map and make the players use time as a mechanic to further advance in the game.
Setting/Mood: Daytime. Gladiatorial arena. Large crowd.
Brief Backstory / Ideas: The idea was to have something really simple that rotates around that would look menacing and stressful to the player. So, I decided to have cylinders that are hard for the player to land on, cylinders that roll on the axis in a position that would stop when the player lands on and start rolling again when the player leaves. The idea was the survival of the fittest, so to say that the fastest would win in this race depending on how accurate that player would land.
Obstacles: I hope to make this a 2 player game that players could race each other on the rolling cylinders. It would encourage competition and stress would be a factor. Some cylinders could be drop when player land on after a few seconds. By doing so, that would make the player to make fast decisions. The player who would reach the platform on the other side would be the winner. I could incorporate my swinging pillars from the other map and make the players use time as a mechanic to further advance in the game.
Toy Pitch 2 - Swinging Pillars of Death!
Concept Statement: If you can dodge a ball, You can dodge a pillar!
Setting/Mood: Underground castle basement, dark lighting with torches hanging by the walls. Close tight space with a lot of traps.
Brief Back story/ Ideas: Players are trap in a dungeon and the goal is to try to escape that awful dark place. I think that the traps could be improve by not only having pillars that are swinging, I could also have falling floors, maybe I would also add triggered doors and fake doors that do not open. This would heighten the player's ability to react faster. Another idea would be to break into a room that has a safe. Laser beams that come out of the walls, players might have to jump or duck when laser is being fired, the end of the room stands the price (Safe).
Obstacles: Laser Beams that kill you, they would appear from the wall. It could be a motion beam that moves along the room every few seconds like a pattern. Shooting darts could be one of the trap, patterned trap floor or some kind of sequence that player has to do to open the trigger door to the safe.
Setting/Mood: Underground castle basement, dark lighting with torches hanging by the walls. Close tight space with a lot of traps.
Brief Back story/ Ideas: Players are trap in a dungeon and the goal is to try to escape that awful dark place. I think that the traps could be improve by not only having pillars that are swinging, I could also have falling floors, maybe I would also add triggered doors and fake doors that do not open. This would heighten the player's ability to react faster. Another idea would be to break into a room that has a safe. Laser beams that come out of the walls, players might have to jump or duck when laser is being fired, the end of the room stands the price (Safe).
Obstacles: Laser Beams that kill you, they would appear from the wall. It could be a motion beam that moves along the room every few seconds like a pattern. Shooting darts could be one of the trap, patterned trap floor or some kind of sequence that player has to do to open the trigger door to the safe.
Toy Pitch 1 - Hover to the top!
Concept Statement: "Watch your step and don't get crushed!"
Setting/Mood: I imagine a cliff setting with the hover craft trying to get to the top of the cliff with the rocks falling down. The mood will be dark and dim. It would enhance player tension. The player has to dodge and avoid falling rocks and get to panels to stop the rocks from falling because of electrical surge.
Brief Backstory/ Ideas: Initially I did not have the hover craft in the map, and it was not as fun as I expected. Without the hovercraft, the player runs up the stairs too fast and because the balls were bigger then the player, it was easier for the player to dodge which pose a lesser threat and the level of difficulty. With the hovercraft, the difficulty has increased, tension between the 2 walls are greater. The difficulty to dodge the balls are harder. The idea was to make an airplane like to avoid falling rocks.
Obstacles: I was thinking of adding more up or down kind of static rock that would make the player to go above it or below. I could also include tunnels and sudden surprise of obstacles.
Setting/Mood: I imagine a cliff setting with the hover craft trying to get to the top of the cliff with the rocks falling down. The mood will be dark and dim. It would enhance player tension. The player has to dodge and avoid falling rocks and get to panels to stop the rocks from falling because of electrical surge.
Brief Backstory/ Ideas: Initially I did not have the hover craft in the map, and it was not as fun as I expected. Without the hovercraft, the player runs up the stairs too fast and because the balls were bigger then the player, it was easier for the player to dodge which pose a lesser threat and the level of difficulty. With the hovercraft, the difficulty has increased, tension between the 2 walls are greater. The difficulty to dodge the balls are harder. The idea was to make an airplane like to avoid falling rocks.
Obstacles: I was thinking of adding more up or down kind of static rock that would make the player to go above it or below. I could also include tunnels and sudden surprise of obstacles.
Wednesday, September 4, 2013
Modular Kit Morgue
My first assignment was to make a modular kit of an exterior or an interior. I chose to do a morgue interior. I'l update with diffuse soon.
Thursday, August 22, 2013
20 IDEAS As A Game Mechanic
We have to come up with 20 mechanic ideas to implement in a game type in UDK. The main idea is to make it fun and to be able to do it in UDK. The following 20 ideas are different types of mechanic.
1. Collect items ( power ups, score based game)
2.Decoy (Hologram)
3.Make a pet or item following you around in the game.
4.Make item explode when you are in the radius or when you touch.
5.Time bomb (RUN)
6. Walls closing on you.
7.Traps (spikes, death bombs) Trigger based.
8. Moving platforms
9.Shooting canons (avoid them)
10.Jump Boosts (get to higher platforms)
11.Slippery Floor (harder to control)
12. Obstacles. (Climb ladders, jump from platform to platform)
13.A maze with walls that open and close.
14. Maze made out of mirror. (Optical Illusion)
15. Time mechanic ( delayed action)
16. Bombs spawning downwards a stairs. (Player has to avoid.)
17. Able to carry blocks. (Puzzle)
18.Bouncing ball
19.Hopping on floors (if fall, player dies)
20. Use physics gun to pick up blocks and throw in the circle.
21. Killing AI with simple blocks around. (Battleground)
22.
1. Collect items ( power ups, score based game)
2.Decoy (Hologram)
3.Make a pet or item following you around in the game.
4.Make item explode when you are in the radius or when you touch.
5.Time bomb (RUN)
6. Walls closing on you.
7.Traps (spikes, death bombs) Trigger based.
8. Moving platforms
9.Shooting canons (avoid them)
10.Jump Boosts (get to higher platforms)
11.Slippery Floor (harder to control)
12. Obstacles. (Climb ladders, jump from platform to platform)
13.A maze with walls that open and close.
14. Maze made out of mirror. (Optical Illusion)
15. Time mechanic ( delayed action)
16. Bombs spawning downwards a stairs. (Player has to avoid.)
17. Able to carry blocks. (Puzzle)
18.Bouncing ball
19.Hopping on floors (if fall, player dies)
20. Use physics gun to pick up blocks and throw in the circle.
21. Killing AI with simple blocks around. (Battleground)
22.
Wednesday, April 24, 2013
hector berlioz symphonie fantastique fourth movement
So, I had to do a final work for one of my liberal arts class, and I had to do some sort of art on hector berlioz's symphonie fantastique - fourth movement, March to the Scaffold. The fourth movement was about a guy dreamed that he killed his beloved and so he is sentenced to death by a guillotine. I modelled and textured everything in this scene. I will upload an animation I did with his head rolling into the bucket.
Monday, April 15, 2013
Set Dress - Knox Mine
Set dress - Dionne Phua
Modelling and texture - Sophomore Class
The game is done! It was really fun set dressing the environment, I wanted to make the environment look as underground as possible. I was trying to give the it 2 different moods. When you're in the cave, dark and eerie and a little humid where as when you are outside, you have a chance to breathe and absorb the light.
This map made it into Best of Ringling!
now its time to do an attract trailer for it. I'l post it soon!
Sunday, April 7, 2013
RACE GAME INTRO
Sunday, March 31, 2013
SET DRESSING WIP
So set dressing for gold level is due this thursday and this is what I have so far, I plan on putting more wires and chainlink fences around, I havent gotten near the end of my map. I got to hurry up! more updates coming up!
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