Colour palette of the game is centered around tints of blue, combined with different colours, for the human world, while the alien one is centered around green and red. I mentioned them as such, as the colors will be visible in the designs on the major and minor parts of the project. I would also…… Continue reading Colour Palette
Author: mikaelgddgoeswell
Genre
I believe that the game would fit in the tactical genre, because of the battles and the stealth levels, similar somewhat to XCOM, even if it will have elements that classify in the puzzle genre and adventure genre.
Level Design
I decided to do a bit of level design, as I was interested in how the environment would be organised when it comes to actual levels. I attached a level design and the codes for it. The other level designs can be found at the end of Sketchbook 2/Environment Design. When doing the level design,…… Continue reading Level Design
Interactive Objects
Here I mainly designed some objects that could be most common in the game and would be the most used. Others could be designed, depending on ideas. Taking into consideration the scope of the game, it can be certain that it will have interactable objects. Most of them would be locker or computers, but there…… Continue reading Interactive Objects
Traps
I figured, that in terms of security, each side would have some kind of traps. For humanity, they would be somewhat technological, while the aliens would have them based around the traps in pyramids, as that served as the inspiration for their building design. Taking into consideration that each of the sides that are fighting…… Continue reading Traps
Alphas – Cars, Buildings and Spaceships
The designs are mostly inspired by a pyramid shape, as the aliens’ planet has high pressure and the atmosphere would be thick. The shape would make sense, as it can cut through the air and also be stable, in the case of the buildings. The spaceships are as they are designed, because of the aliens culture…… Continue reading Alphas – Cars, Buildings and Spaceships
Humanity – Cars, Building and Spaceships
For the human side, I tried to design some assets that I think could have a place into the future, but not as advanced yet. The cars are either high speed or can fly, Spaceships are mostly solid and bulky, as technology is still at the start somewhat, in this regard, and the buildings are…… Continue reading Humanity – Cars, Building and Spaceships
1920 Level
To start the Environment design, I wanted to do some assets for the first level of the game, which is the 1920`s period, were Abraham comes from. After I did a few, I tried to do a concept art, colourless, of the specific farm he lives at. The assets can be found in Sketchbook 2/Environment…… Continue reading 1920 Level
Human Enemies
For the human enemies found through the game, I decided to do a specialised unit for each of the weapons. They can easily be recognised by their helmets and by the weapons, of course. I took this decision as I wanted to give some diversity and also to make the player find different ways to deal…… Continue reading Human Enemies
Aliens – Alphas
For the design of the face, I went through several models, which are still up to choice, but I did find a base head shape after the third design and I stuck to it. For the body, I went for a large, reptile-like features, with a bipedal walk. The weapons are adapted to their shape…… Continue reading Aliens – Alphas