Art Team Devlog - Sprint 1, Week 2


This devlog serves as a record of the art team's focus for Sprint 1, Sept. 1st-8th. The team is working on separate pieces with the goal of bringing it all together to create a good looking game! Below are all the individual devlogs from each member of the art team.

PARKER: 
In this first sprint, I worked on migrating a large majority of our assets into the main Unreal Engine Project, creating various documents for the art team, as well as assisting where needed with the other members of the art team. I also worked with members of the design team when it came to discussion about how the level looked and any concerns about the size of the map. Because the art team needed to wait for more information from other teams before moving forwards, most of our work will really be showcased in upcoming sprints.

These are the asset packs that will be used:

https://syntystore.com/products/polygon-sci-fi-space-pack?_pos=1&_sid=574103672&...

https://syntystore.com/products/polygon-sci-fi-cyber-city?_pos=3&_sid=4b5d2ad78&...

https://syntystore.com/products/polygon-horror-mansion?_pos=1&_sid=984946574&_ss...


CALLUM:

  • Created Eco-Lure Mesh
    • Going for a carnivorous flower type look (specifically the Rafflesia) while still matching the Synty pack’s style
    • Added teeth to make it more alien and spice it up
    • Created simple opening animation

Echo Lure:

Reference:



ANNASTACHIA:
For the first part of this sprint I worked on making some UI Icons. I have made variations for the health, Mutation, echo lures, and if we need a grappling Icon I have some variations made. 

All the Icons came from the Synty Studio Icon pack (https://syntystore.com/products/polygon-icons-pack). The mutations, and plain heart icons were not altered, but the echo lure and the hearts with pulses were combined assets that were not originally from the pack. 

The Echo Lure being a throwable I went with something bomb shaped and took the volume lines from the volume asset in the pack to show that it is a sound based throwable. 

The Health Icon didn’t have to much thought other than hearts usually signify health. The plan is for this to go to the left of the health bar.

There is more variety in the mutation just because there is more openness in what a mutation could look like. The plan for this icon is to be on the left of the mutation bar. The symbols are a biohazard and a nuclear hazard since those can cause a mutation in most fiction. 



For the second part of the sprint I started making Icons for the UI. They are still in progress. I also created the pipes for the rerouting light puzzle. Both of these are fully 2d and not taken from the previous art pack.




AALANI:
Currently I had this model finished, but the topology wasn’t the best and I had gotten better insight on the texturing process, so currently I am re-doing the model. The shape itself was causing me some trouble when box modeling over it again, so I then decided to use Quad Draw to regain the shape of the old model in the photo below by retopo. The first attempt with Quad Draw was too messy, so I restarted instead of fighting with it. Right now it’s going a lot more smoother and should be hopefully done tonight (I apologize for not finishing something this simple sooner. Just took me a minute to figure it out.). Along with still needing to get the retargeting in by Thrus and other classes- I’ll try to contact if I need some more help.

Bone Sword:




KYLAR:

For part 1 of this sprint I created a Flesh Grappling Hook and Bone Shotgun. For the Grappling Hook I wanted it to look like it splat against a wall with bits sticking out everywhere, I also added bones sticking out to make it look like it was holding it together. As for the Bone Shotgun I wanted it to imitate an actual shotgun while using different types of actual bones to design it with flesh sticking out different parts of the gun. Both took around 5 hours together to make.

Grappling Hook:

Bone Shotgun:



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