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ckgamedesign · 2 years
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GAME BACKGROUND
My game is basically a walking simulator type game, but with a twist where you fall through a reality that is not of our world and you beat the game by walking and going deeper in the maze to get out back into the safety of our reality. The games that influenced this are pretty much games like the backrooms which is based on a creepypasta and collaborative writing project describing an endless maze of randomly generated office rooms and other environments. It is characterized by the smell of moist carpet, walls with a monochromatic tone of yellow, and buzzing fluorescent lights. But this is only one of the levels, featuring a variety of monsters and levels.
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ckgamedesign · 2 years
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Westworld
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Westworld is an American dystopian science fiction western television series created by Jonathan Nolan and Lisa Joy for HBO.
The story begins in Westworld, a fictional, technologically advanced Wild West-themed amusement park populated by android "hosts". The park caters to high-paying guests who may indulge their wildest fantasies within the park without fear of retaliation from the hosts, who are prevented by their programming from harming humans. Later on, the series' setting expands to the real world, in the mid-21st century, where people's lives are driven and controlled by a powerful artificial intelligence named Rehoboam.
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ckgamedesign · 2 years
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Nier Automata
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Nier Automata is a 2017 action rpg that is set during a proxy war between alien-created machines and human-crafted androids, the story follows the trials of combat android 2B, scanner android 9S, and rogue prototype A2. The story requires multiple playthroughs, each unlocking additional story elements. Gameplay combines role-playing elements with action-based hack and slash combat, and features switching between video game genres similar to that of Nier with elements ranging from shoot em' ups to text adventure.
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ckgamedesign · 2 years
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Destiny 2
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The HUD in Destiny 2 is quite unique, as it shows health bar, an experience bar, all your abilities (which are different based on what class and subclass you choose) I like this HUD due to its simplicity and it is just big and helpful when you need to check how long your grenade/melee charge has until you can use it again.
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ckgamedesign · 2 years
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Mirrors Edge
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I would say the HUD that is most similar to my game is Mirrors Edge as there is literally nothing thee and in my game it has some red lights once you hit the bottom, just like the ones that help guide the way to progress through the level.
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ckgamedesign · 2 years
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HUDS
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In video gaming, the HUD or status bar is the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft.
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ckgamedesign · 2 years
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Editing for video
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To create the video, I first opened up OBS an changed a couple things, then started recording my game and how to beat it. Then I opened up Premiere Pro, and even thought it took me 30 minutes to figure out how it works, I eventually cut some of the beginning, loading into the game due to it taking a little while, and also at the end where it shows me exiting the game and stopping the recording to make it a little cleaner.
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ckgamedesign · 2 years
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Finale of map work
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Today, I managed to finish off my level and create the win screen when you reach the end of the level, and i changed it up by duplicating the world and putting it below, creating a mirrored dimension like part, where i changed the lights to red and to get there you need to fall through the floor, glitching through time and space slipping into THE VOID. Now I will create a video of me playing the game and add this all to slides.
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ckgamedesign · 2 years
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More Map Progress
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After putting the sign in at the front and the death barrier, I added in a massive red light overlooking the map and also on the inside used the luminous material but changed the colors to have both a red and blue variant which are inside the maze.
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ckgamedesign · 2 years
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Making a Luminous/Emissive Material
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To make this, I edited the color of the material, and multiplying the emissive color, and changing the Material Expression Constant to 50 instead of 0.
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ckgamedesign · 2 years
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Height maps
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I had a little experiment with the height maps in UE5, and made a little mountainous area, didn't add much to it though so its quite bland, but I think I could use this in a future project for backgrounds.
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ckgamedesign · 2 years
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Final parts of the game/map
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I have almost finished my game and the map, but all I will have to do is add 2 models for myself (to see in the mirrors) and a 3D character that can activate a jumpscare at the end. I also added more lights and the sign, and I made the map slightly bigger but added a death barrier if you try to go the the edge.
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ckgamedesign · 2 years
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Quixel Asset Store work
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I began creating a third person world and changing it to a open world view, and used the shaping tools to make the cavernous area that hides the pillars, I didn't make anything special so I just duplicated the pillars. To actually get the pillars, I opened the window tab and went onto "QUIXEL BRIDGE" and searched through different materials and settled on the pillars.
Bottom image is for a different piece of work showing height maps and its the same process.
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ckgamedesign · 2 years
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Maze Progress
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I have changed the beginning and entire layout of the maze, and is almost finished, and to make your eyes even more unsettling, I made the floor a mirror too. I am currently trying to figure out how to add a 3d model and animate it so it creates a jump scare at the end, but I am unsuccessful at the moment.
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ckgamedesign · 2 years
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sign for the maze
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I began with photoshop, where I created a text saying "welcome to the void" in black and white and a font with an effect, and then made the text with a circular background. Then I saved it and put it onto Adobe Illustrator, made a few edits and eventually put it into Maya, where I added color to make a 60's inspired design.
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ckgamedesign · 2 years
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PEGI
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PEGI (Pan-European-Game-Information) is a European video game content rating system established to make consumers make informed decisions when buying video games or apps through the age recommendation and content descriptors.
The system is used in 41 countries and based around a code of conduct. PEGI self-regulation is composed by five age categories and nine content descriptors that advise the suitability of a game for a certain age range based on the game's content.
PEGI self-regulation is composed by five age categories and nine content descriptors that advise the suitability of a game for a certain age range based on the game's content.  The age rating is not intended to indicate the difficulty of the game or the skill required to play it.
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ckgamedesign · 2 years
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making the arcade machine
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To create the Arcade Machine, I used Maya, and extended a cube and used the slice tool to create points where I can then use the extrude tool to create the edges and for it to stick out.
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