Saturday 6 February 2010

Halo

When designing the mine itself I also had a look at the game Halo. The game itself has no mining facilities as such but does have some awesome, futuristic architecture that I could reference when drawing up the mine. I looked at the work of Eddy Smith as he did a lot of the structural designs in halo. His work inspired me to create concepts using symmetrical and asymmetrical designs. It It was important to keep a consistent style within the mine itself. The structure or installation itself had to look like it was made from humans. The game Halo was highly influential when making various decisions and structural concepts. 

The game itself not only has some amazing level and environment designs but boasts some interesting technical achievements as well concerning lighting as well as texturing. The objects within the game appear to have vast amounts of detail within them, however this is due to very clever texturing and lighting. In order for this project to work we will need to replicate realistic lighting as well as believable textures that will ultimately decide whether our environment succeeds or fails. 

Here are a few images drawn by Eddy Smith showing structures that integrate with the surrounding environment. I have also included some screenshots of the actual game that show off the lighting and texture mapping skills.

I also looked at the artwork of Sparth who is a conceptual artist and illustrator for films and games. His work inspired me early on in the project. His designs are futuristic but maintain the aesthetic element which is key to implying realism to ones drawings whilst set in a futuristic environment. His saturated environments inspired me to create my own images whilst looking at present day structure and vehicles.

















 








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