Game Development

First Asset of The Game

I have just been using placeholders until now.
But this is a key piece of the level and I couldn’t just but a grey box there.
So here is the first asset of hipster axe. The bridge over Newtown Creek
ScreenShot1

And here it is inside the engine.

UDK_Shot-2

UDK_Shot-1

Annoying Hipster

Here is another 3d concept model. But I am not sure this guy is annoying enough.

Hipster-Concept-Model

3

Concept Modeling the Player

For the main character I like the idea of a little girl with a huge axe. Here is the first crack at concepting out a high poly model. It still has a long way to go, but this is the basic idea. I got my inspiration for the character from the puerto rican day parade.

Player-Concept-Model-2

Player-Concept-Model

Player-Concept-Model-3

Aligning Diagonal Elements to UDK Grid

Google Satellite Image to UDK Grid

After a few attempts in max to align up diagonal streets in a way that they would eventually snap to udk grid, I realized that this approach was insanity. Maybe I am missing something, but I think the grid is a lot easier to use with right angles. I suppose I could build some things on it at right angles and rotate them later. But while building this approach seems to make more sense.

So I scrapped my previous work and started again this time first aligning my satellite picture to photoshops grid. There happened to be a few blocks that fit almost perfectly. So that is going to be my playable area and starting point for the map.

Satellite-Aligned-to-a-Grid

Once I got the idea out of my head of diagonals, I was able to use swift loop to get in and chop things up really quick.

Playable_area_On_Grid

here is the playable area in white without the background image

Playable_area_On_Grid_Outline

I also decided to further reduce the ammount of playable blocks I needed to build. My first draft called for 23 blocks, running at all kinds of different intersections. This latest versions reduced the number to 11. I could increase that number a little. But 11 is sounding pretty good. It will take about 30 seconds to go one block. So 11 blocks is 5 minutes to explore the whole level if it is empty. Probably a lot more if it is filled with enemies.

Starting the Project – Color and Scale Testing

A color palette for the game:
Hipster_Axe_Color_Palette

And some preliminary scale testing for the level
I started with 32,768 x 32,768 but when I scaled in the map to size. I know a 256×256 box is supposed to be 16′. So I dropped one at the address 1 KnickerBocker Avenue. I placed one on a building I know is about 25′ wide and they were about the same size. So clearly, I can see it needs to be scaled further probably another 50% to get to approximate real world scale. I will try with 49,152 for the whole level dimensions

Scale test1:

Hipster_Axe_Scale_Test