Photoshop Art Logo The logo was created using the Century Gothic type face. I used this particular type face because it was quite rounded and has a thin style, I thought that this could work well as the base of the logo. The logo itself looked a little bit too thick to begin with, so I used the stroke blending tool to easily make the text thinner. with this there is a strike under the logo because this adds to the logo and makes it distinguishable against other text.
Design Document The Design document was initially designed on Photoshop and the images that were used for the front cover, back cover, inside page and the pages were put into InDesign and the content was added after the document was arranged. The design itself went through a few pages, initially it was a clean/shiny design, but we had a few ideas as a team and the scrap book style was created. The two images above are the original designs for the the document, and the bottom three are the designs we used.
Presentation/Screencast This is the background that is used on the presentation and screencast. Unlike the design document, this was designed so that it didn’t look like a scrap book, so I decided to have the background be a blocky gradient. The Voyage logo and Ice Dynamite logo are set out so that it doesn’t conflict with any information on the slide/screen.
3D Assets Bridge The bridge was created using 3DS Max. The process of making the bridge was quite easy as you can reuse the 3d object to create the overall object. the rope was easy enough to make as it was just a cylinder that has a bend modifier on there and the planks are just blocks. The details were all added through creating the texture and bumb maps. because the general shape is relatively basic, there wasn’t alot of polygons needed.
Campfire This basic campfire was made using 3DS Max, the reason it isn’t as highly detailed as it can be, is because there would be a fire particle system in the center of the model that would mask quite alot of the detail. The model was created using cylinders that are then duplicated multiple times around the center of the overall model. the rocks are created from low polygon spheres.
Gallow The gallows was the hardest 3D asset to make, this was because there was so many different parts too it. The model itself is made up of many different parts, this made it difficult to map the model’s texture. I was happy with how this model turned out because it looks like a difficult model to create but I felt the end result was good.
House This house model is quite basic for what it is meant to be, because this model will be quite far away from he boat you are travelling in, it didn’t need to include a high level of detail, that is why this model can lack some detail. I feel that this model could’ve been improved quite a lot as the material and bump map on the model is quite basic.
Tent The intention with the tent was to make it look like a very basic tent, this was to match the current time zone that the game was in. In its particular location in the game, it is visible in its entirety, although the location of the model fits very well for what it is.
Well The well was first modelled in 3DS Max, but I exported it to Mudbox because I wanted there to be alot more detail on this asset. I decided to sculpt it in Mudbox because I felt that it could add a lot more detail that a bump map couldn’t.
3D Assets - Not used Anvil This model was really quite basic in what it was, but as it was only meant to be a small asset to be used in a blacksmith’s shop. The material was very basic to make as it was meant ot look like a big metal block thats been crafted into an anvil, this was successful, but the model doesn’t look that good, and the blacksmith’s shop wasn’t made either.
Floating Island The floating island was created for the future level, and as this level was cancelled, this model wasn’t used. I initially created the model in 3DS Max whilst this was good enough for a block out, I felt it would benefit from being put into Mudbox
Grass This is really basic grass, it isn’t particularly modelled as it is just 3 planes with a material and alpha map on it. It was good as a place holder, but when it came to making the grass move, it could only move slightly before it started to look bad in the way it moved.
Rocks These rock models are just 2 of 5 rock models. they were created in 3DS Max by using a low poly sphere and editing the polygons. Because higher poly rock models were created instead, these models weren’t used because the alternative were far better.
Summary
In this project, I feel that I contributed mainly to the 2D design and written work, this is because I created the main logo for Voyage, as well as the design document and the presentation/screen cast designs. I also designed and wrote out the design document, I used concept art, 3D models and Unreal Engine 4 designs from the other members as the content as well as my own content. I enjoyed creating the 3D assets for voyage, whilst some weren’t included in the final levels, the models that were, were up to a standard that i was happy with. Creating this many models in a short space of time helped my production of 3D work really speed up compared to how I was a year ago. If I could do the project again, I would like to give more of a contribution towards the Unreal Engine work, this is because I feel comfortable using Photoshop and fairly comfortable using 3DS Max. Although I don’t have much experience using Unreal Engine 4, so in future projects I could be able to help in that.