Last weekend I went to a 24 hour game jam event in Lincoln University. I worked with three programmers to attempt to produce a game in that period of time. We were given the tile of Uranium Madness and so based a game on elements and a capture the node based system. I, of course was in charge of the art and below is the stuff I worked on over the period of time.
Friday, 15 March 2013
CanJam2013
Tuesday, 5 March 2013
Speed Modelling & Texturing
So I've entered the Lincoln Game Jam, it takes place on Saturday and will involve making a small game in a 24 hour period. I decided I would give myself an hour challenge and see how I get on. I started with getting an idea through generators.
Ivy Sparrow is what I got, I recorded my timings below;
Started = 16:39
Finished researcg &concepting = 16: 47 8 minutes
Finished Model = 17:06 19 minutes
Finish Unwrapping = 17:13 7 minutes
Finish Diffuse = 17:47 34 minutes
So I didn't do a normal or a specular, that's a bit much to ask in that time But you can see the model below, I hope to do this again in the week, try and quicken myself up for a long night of modelling on Saturday, but it was a fun exercise. On later thought minus the ivy up the bird and alpha it on the stick.
Ivy Sparrow is what I got, I recorded my timings below;
Started = 16:39
Finished researcg &concepting = 16: 47 8 minutes
Finished Model = 17:06 19 minutes
Finish Unwrapping = 17:13 7 minutes
Finish Diffuse = 17:47 34 minutes
So I didn't do a normal or a specular, that's a bit much to ask in that time But you can see the model below, I hope to do this again in the week, try and quicken myself up for a long night of modelling on Saturday, but it was a fun exercise. On later thought minus the ivy up the bird and alpha it on the stick.
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