Who we are

Team STASIS is the home of a small group of student game artists from De Montfort University tasked with creating a playable game level from absolute scratch, utilising the UDK development software.

From concepting, visual design, research, asset building, level progression and finished pieces, this blog records the progression from 19th January to 30th March 2011.

Team members include Arron Manchester, Sam Clarke, Izzy Kahn, Sai Ali, Steven Jones and Tom Edwards.

For any questions or feedback please feel free to leave comments.

P.S A run through and fly through of the finished level shall be posted soon!

Wednesday 19 January 2011

Group Meeting 02

19th Jan 2011


Attended


Steven Jones
Arron Manchester
Tom Edwards
Sai Ali
Izzy Kaan
Sam Clark


Overview


This meeting was simply to determine our roles over the next week, and to work on some more ideas for our scene.
The roles this week were decided on personal preference - we thought it best to let each-other focus on what interested us, and it seemed to work out well. We seem to have most things covered:


Roles This Week


Steven - mocking out a basic unreal level, tutorials
Sam - tutorials to get to know the software, concepting
Tom - tutorials to get to know the software, concepting, collecting photo references, story
Sai - research, documenting, story
Arron - concepting, story
Izzy - concepting, moodboards, story


Here is the current layout for the level:


3 Floors:


1st Floor - completely flooded. Accessible, but through swimming. The area will be blurry due to water, so although we will have to build this floor, models and textures do not have to be as detailed.


2nd Floor - main area. The floor in this area will have a few inches of water. Enough to have small objects floating on it. This area also has a section that is slightly risen (a slope or perhaps a step up) which will have no water or damp. It also has a lab which will be inaccessible, but will have small windows to see inside. This area will be mostly dark, but have a light flicker every now and then, meaning some of the room will have to be modelled, but again no great detail will be needed as the player wont be able to reach it.


3rd Floor - the top floor. This area has a large skylight which will let a vast amount of light plummet down the staircases of all three floors. This is a very small area, but through the skylight the player will have a view of part of the roof. Perhaps a way out? 


Effects


This meeting we also talked about the water. We thought it would be nice to try and get the water to reflect on the walls and ceilings. We also talked about the water colour - an aqua (not brightly coloured of course). This kind of colour can bounce around the level. Only thing now is to try and work out how to technically achieve this.

1 comment:

  1. If anyone is unhappy/ wants to change/ wants to add to their roles this week, let me know and i'll edit the post :)

    ReplyDelete