Some reference material, mood boards and designs that I more recently created.
Concept Art
Wednesday, 5 June 2013
Monday, 13 May 2013
This is the final plot and world information as well as
information on the character.
Title: Descension
Platforms: PC, Xbox 360, PS3
The game is a science fiction, futuristic first person shooter set
in the year 2360 and it takes place on a post-apocalyptic Earth in Detroit. The
game was originally intended to be a third person shooter but due to the HUD
interactions with the game’s main villain FRI3ND I decided a first person
perspective would be much more immersive.
The game’s very basic plot is that Vaylen must destroy the 7
remote servers that continue to sustain FRI3ND in the city’s systems and warn
humanity that the Earth is not safe yet.
In the year 2360
The Earth has been long abandoned due to years of war, poverty and
destructive environmental disasters. The remains of humanity is now
stationed above the Earth in numerous massive Ark space stations where they
have been for 140 years and they are eager to return to their planet to begin
the re population of their home. There are roughly 57,000 humans
left, all of which live in 4 Ark stations that orbit the earth. Every 20 years,
a single child aboard the Ark colonies is chosen to be a Guardian. The Guardians
are sent to Earth in order to evaluate the planet's condition and begin the
first stages of the purging process to rid the planet of any harmful threats.
Unfortunately 5 of the previous 6 Guardians that have been sent to the Earth
have all been KIA for unknown reasons.
The Guardian
experiment was a relatively last minute creation in humanities existence and
very few preparations were made which is why the Guardians use relatively
low tech equipment such as medium grade armour, projectile weaponry, and one
way escape pods to make the journey to Earth, which prevents any possibility of
returning to the Ark colony. Their Armour is grafted to their flesh by layers
of complex bio-mechanical suits. The suit is fitted to the soldier at a young
age during their childhood and as it is made from human DNA merged with Nano-bots
it will grow and merge with the child. The suits construction resembles that of
the human body and works as an additional, more powerful layer of muscle tissue
which can also transfer data to and from any of the 50,000 sensors within the
suit as well as the body’s nervous system. The suit contains several points
around the body which allows the outer layer of alloy body armour to be
attached to the soldier without any chance of it sliding around and creating
discomfort for its user. The final, key piece of technology for the Guardian
soldiers is their helmet. The helmet has many functions, the most vital of
which is to protect the user’s head. The helmet provides a night vision overlay
as well as a heads up display (HUD) which monitors the wearer’s vital signs
such as health, shields, ammunition count and a rough map of the region
acquired from the Ark satellite imagery. The map will become more accurate as
the player explores the world and new data is recorded. The helmet is applied
shortly before leaving and can only be removed once they are within range of
the Ark colony.
In the game, the
player will take control of Vaylen, the latest of the Guardian soldiers and in
the beginning of the game he will be shown gearing up for his decent to earth
and being honoured by humanity's leaders. Once preparations are complete Vaylen
is launched down to the earth to the city of Detroit in one of many of the
station's escape pods. After some exploring the player is attacked by some of
the infected humans that were left on the planet and is swiftly rescued by some
sentry droids which were left behind by the humans as well as the Artificial
Intelligence called FRI3ND. There were many AI experiments in the closing years
of humanity’s reign on Earth in an attempt to store their history for any
future inhabitants but they gave up after they created FRI3ND as it was their
best and only attempt that they could afford due to the rapidly spreading
plague. FRI3ND asks Vaylen to follow him back to the central tower so that he
can be debriefed on situation. Upon arrival Vaylen is tricked into releasing
FRI3ND into his suit’s systems and he begins to rapidly shut down Vaylen’s
vital organs but before it is too late he is quarantined into the helmet systems
which allow him to control his communications with the Ark colony. The planet
is clearly not suitable for humanity yet but FRI3ND wants to use Vaylen to lure
them back to the planet in order for them to be wiped out as they are the only
ones who can disable him. As for the remaining infected that haven’t starved to
death, they will continue to pursue Vaylen due to their sheer hunger.
FRI3ND is the game’s primary villain; he is an artificial intelligence
that was the first real breakthrough of his kind. The 140 years without human
maintenance have forced him to deteriorate and evolve into a much more
intelligent and psychotic AI. He patiently waits for the next Guardian to
emerge as they are his only chance to wipe out the colonies that orbit the
earth’s surface. FRIEND can access almost any piece of electronic equipment
that is in range of his 7 AI server cores which are hidden in multiple
locations. Due to the extensive electrical systems of the Guardian’s suit they
are able to access memories as well as create new ones which can interfere with
the mental stability of its user, which is the case with Guardian number 6
Tressa. If FRI3ND does not kill his victims straight away for whatever reason,
he will begin to manipulate them and truly torture them by showing them things
that are not real via the control of the visor interface.
Vaylen encounters Tressa, one of the previous Guardians sent to
Earth who is now 40 years of age, she wears some of her original armour and
features severe facial scars from where she cut the helmet from the rest of the
suit as it too was infected by FRI3ND and she began to lose her mind to him.
The enemies in the game are the various droid archetypes as well
as the different variants of the infected.
Saturday, 11 May 2013
This is my very final character drawing. I placed the character in a dark rainy apocalyptic city for two reasons, the first of which is because it is where the game is set but the second is because I wanted to convey the feeling of loneliness and that he is just wandering through the remains of the city. The environment was created in numerous parts, most of which was drawn but objects like the signs and the sky were taken images which I then edited.
This was my first full attempt at drawing what was close to being the final character design. I soon realised that this design was too plain and lacked any character and detail. Due to the squareness of this design I soon decided to build upon it and try to create a much more "Bad-ass" looking character. I liked the weapon design used in this image but I do not think that it really suits neither the character or the world.
This was the result of my improvements to the previous character. Although the changes are only subtle I think that the added armour sections of the feet, legs and hands give it a much more realistic style. I made some slight adjustments to the helmet to give it a much more streamlined look. The slight overhang in the glass over the brow area that continues down towards the chin helps to give the audience a better indication of the face region underneath the visor, although this is nothing crucial I found it to help make the character less alien and more human. I also modified the design of incorporating a cloth scarf and instead made it into a cloth robe. In my opinion I find that the robe gives the character more of a ceremonial/military style which I really like as opposed to the scarf which I also liked but it hid most of the character's body and would likely be a hindrance to movement.
This was the result of my improvements to the previous character. Although the changes are only subtle I think that the added armour sections of the feet, legs and hands give it a much more realistic style. I made some slight adjustments to the helmet to give it a much more streamlined look. The slight overhang in the glass over the brow area that continues down towards the chin helps to give the audience a better indication of the face region underneath the visor, although this is nothing crucial I found it to help make the character less alien and more human. I also modified the design of incorporating a cloth scarf and instead made it into a cloth robe. In my opinion I find that the robe gives the character more of a ceremonial/military style which I really like as opposed to the scarf which I also liked but it hid most of the character's body and would likely be a hindrance to movement.
This is the culmination of all the previous work gone into the character design. This is the same design as the previous image, only much more defined and has more character. I decided to leave out the large orange rifle this time and swap it for the much more mobile pistol. I particularly like how the yellow armour highlights turned out as it helps to break up the character. Looking at this character I can see all of the previous ideas come together, such as the glass front helmet and the collar plating. I am going to edit the image slightly into a more suitable environment like that of my game idea.
Wednesday, 24 April 2013
Wednesday, 6 March 2013
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