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Final Major Project 10
It's been so much fun getting started on "Cactus Clutch"! To make my visions a reality, I accomplished a number of amazing things:
AI Images: To start, I made images of the garage using specialized computer software. I was able to see many ideas for the garage's outside and inside thanks to these images. Concept Art: After that, I browsed internet galleries of other gifted artists' creations. This gave me even more inspiration and enhanced my ability to develop the game. Desert Scenery: I also wanted the area surrounding the garage to be breathtaking. In order to be inspired, I looked at actual images of deserts as well as the works of other artists. This assisted me in creating the entire desert setting that the game is set in. Items in the Garage: I finally came up with a design for the garage's interior. I looked at photographs of other awesome garages online to get ideas for the décor and overall vibe, and I utilized AI images once again to get a broad concept of the arrangement.
The Environment
the garage
Interior of the garage
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Final Major Project 9
Colour Palett
In "Cactus Clutch," I want the desolate surroundings to conjure a serene day. The sun will cause the parched earth to warm. The hues will be similar to the shades of brown, orange, and yellow seen in dirt and rocks. To make it really warm, I'll start with a rich brown hue for the base. Then, to give everything a pleasing, well-balanced look, I'll choose complementary colors. Because of the sun's shadows on the ground, the area appears three-dimensional and is more exciting to explore. The entire scenario will transport viewers to a serene and amiable summer afternoon in the desert.
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Final Major Project 8
Software ill be using -
To make "Cactus Clutch" appear fantastic, I will use several strong software tools:
For my game, Blender functions similarly to a 3D printer. I'll utilize it to construct everything, from the sleek motorcycle to the lumpy pebbles in the desert. Substance Painter acts as a paintbrush for my 3D projects. It aids in the addition of all the details and textures necessary to make things appear realistic, such as rust on the motorcycle or sand on the rocks. Unreal Engine is similar to a real car's engine, except it is used in my game. It brings everything together, including the environment, lighting, and game play. It will also bring the desert to life. Gaea Software is like a massive mold for creating mountains and valleys. I'll utilize it to construct the vast desert area in which my game will take place.
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Final Major Project 7
Art-style
For "Cactus Clutch," I want it to seem really genuine, as if you're riding your bike across the desert. This manner, the game will be extremely immersive, as if you could nearly touch the sand! I'm going to pay attention to all the little nuances to make it feel more authentic. Consider the rough rocks in the desert, each scarred up by the wind and sun. I even want to get all of the motorcycle's little elements accurate, such as the gears and so on. By incorporating so much real-world content into the game, you'll feel as if you're actually there!
To do this, I aim to use new techniques that make everything seem extremely realistic. I'll be utilizing high-quality textures and components to create images that seem almost like pictures.
Although "Cactus Clutch" is still in the early stages, realism is a top emphasis. I want every part of the game to seem authentic, from the smallest detail to the overall ambiance. I want to make a game that players will connect with and enjoy by paying great attention to all of the details and being true to what is real.
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Final Major Project 6
Inspiration
In order to create an immersive gaming experience for "Cactus Clutch," I pulled inspiration from a number of legendary titles, each adding its own flavor to the project. GTA V, Dakar Rally, Cyberpunk Nomad, and Forza Horizon impacted the development of "Cactus Clutch." The wide desert vistas of GTA V were used as a main reference point to capture the feel of the desert setting in "Cactus Clutch." From the parched plains to the craggy mountain ranges, GTA V gave essential insights into building a visually appealing and immersive desert environment. The adrenaline-fueled intensity of the Dakar Rally inspired the dynamic and difficult terrain that will be portrayed in "Cactus Clutch." Drawing on the game's representation of off-road racing over huge deserts, I sought to add a feeling of thrill and adventure to the gameplay experience. For inspiration for creating the garage scene in "Cactus Clutch," I went to Cyberpunk Nomad for a tour of gritty urban areas and industrial aesthetics. Exploring the game's garage scenes gave me great ideas for designing the workshop and implementing realistic mechanisms. Forza Horizon's beautiful vistas inspired the creation of various and visually appealing locations in "Cactus Clutch." From lush woods to wide deserts, Forza Horizon demonstrated the value of attention to detail and environmental narrative.







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Final Major Project 5
After consulting with my tutors and considering many options, I decided on what I wanted to build: a customized bike garage! However, before going into the project, it required a catchy name. After considering numerous possibilities, I came upon "Cactus Clutch." It seems to embody the essence of both the desert mood (since cactuses thrive there!) and the motorbike concept, which is why Clutch.
Once I got the name, I started exploring the desert area for inspiration. That's when I came across the setting in the Dakar Rally game, which was just what I was looking for. The harsh landscape, huge horizons, and feeling of adventure it represented attracted to me considerably. It was the ideal reference point for bringing vision of "Cactus Clutch" to life.
LOGO for Cactus Clutch .
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Final Major Project 4
After considering some fantastic ideas like a tricked-out bike garage and an airplane hangar (far too ambitious!), I turned my attention to my final idea: an extremely sophisticated bar for my home. Just as before, I began by looking for inspiration. I looked at photographs in publications, and the internet, and even visited several high-end hotel bars to get a sense of how I wanted my bar to look and feel like.
With a plethora of exciting ideas in mind, I began the planning process. I considered every aspect, from comfortable seats to elaborate decorations, to make the entire place seem beautiful. In my vision, the bar was going to be really opulent and trendy, with soft chairs, and incredibly lovely décor.
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Final Major Project 3
After building the bike garage, I focused on designing an aviation hangar background for my big project. Taking the same technique, I started by collecting references for hangars and stunt planes to have a clear vision of what I intended to design. Every image I discovered inspired me, sparked new thoughts, and fueled my creativity.
After lengthy research and preparation, I decided to focus on creating a 3D model of a stunt airplane. I wanted to make sure that every feature, from the beautiful design to the aerodynamic qualities, was accurately reproduced. In addition to the plane, I wanted to create a departure zone with runways and landing strips. To make things more realistic, I researched common items seen in hangars.
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Final Major Project 2
As I looked for inspiration for my bike garage project, I came across a variety of artworks that caught the essence of desert landscapes and old garages. Each image inspired fresh ideas and got the ideas flowing.
After much thought and research, I chose to focus on constructing a 3D model of a cafe racing bike. I wanted to make sure every curve and detail was perfect to convey the old charm. Along with the bike, I imagined an ancient garage that had seen better days but nevertheless had a certain nostalgic charm.
To make the scenario come to life, I planned a desert landscape with sandy plains, big rocks, and the sun creating lengthy shadows. I also began working on gathering references for tools and other stuff found in a garage, which would contribute to the scene's realistic feel.
AI generated image .
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Final Major Project 1
Introduction
As a Game Art and Design student, my final major project is an important component of my academic experience.This project requires you to create a unique work of art from start to finish, including your ideas and talents. As an environmental artist, I am going to do this project alone. After much research and inspiration, i produced three separate ideas:
The idea is to build a bike garage in a desert area, complete with an antique garage and cafe racer motorcycles.The second proposal is an aircraft hangar loaded with stunt planes, and the third and final concept is a luxurious bar. I want to create a one-of-a-kind setting with each concept.
I haven't looked into further references or made a final selection, but all three of these concepts have truly motivated me. I think my work enables viewers to thoroughly immerse themselves in each place. This project will provide me with the opportunity to develop my talents in game art and design while also increasing my confidence in the difficulties that are ahead.
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Playground games live 10
Conclusion:
For four weeks, our team worked tirelessly to bring our amazing sci-fi trailer to life. We began by meticulously laying everything out, then creating a basic prototype to see how it would appear. From then, it was all about creating the environment, adding characters, and making everything seem fantastic. There were several stumbling blocks along the way, but we worked together to overcome them. Finally, we created a three-minute teaser that takes viewers on an exciting sci-fi trip with Hansel and Gretel! We give the old narrative a modern twist, adding spaceships, robots, and other exciting elements. We're all quite pleased of what we've done working together on this project. It demonstrates that with a fantastic team and a good idea, you can produce something genuinely unique. This project was a fun, and it makes us even more motivated to continue creating amazing trailers and stories in the future.
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Playground games live 9
Rendering and Final touches:
The actual rendering process can be tedious, especially when working on high-quality content. It's as if the computer is trying really hard to make everything appear ideal, which takes time. I have to be patient and let it do its thing so that all of the small details seem crisp in the finished film. Once that's completed, it's almost showtime! But I need to polish a few more things beforehand. One of them is known as color grading. Imagine altering the brightness, contrast, and colors on a massive television. I can change the atmosphere of the scenario by adjusting these elements. Perhaps bright and joyful, or dark and ominous. It truly alters the whole ambiance! Another thing I can do is add special effects, such as a bright light in the backdrop or an unusual sheen on anything. These effects may make the scene appear cooler and more intriguing, much like in a movie.
By experimenting with the colors and applying certain effects, I can make everything appear wonderful and finished, exactly like a professional video. People who see it will be completely blown away, and that is what it is all about!
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Playground games live 8
Adding characters to the scene:
After the entry of Hansel and Gretel the world, it's time to get them moving and talking! This entails establishing keyframes, which are essentially like saying "stand here" or "wave your hand" at various periods in time. Putting these keyframes together creates the illusion that Hansel and Gretel are moving. I also need to make sure they appear well in the setting. So I experiment with the lighting, camera distance, and location to obtain the ideal photo. It's like creating a movie scenario with video game characters! I have to constantly thinking about how to make it appear great and intriguing throughout the process. Perhaps I can add some additional effects, adjust how they move, or give them new facial expressions. The more I explore, the cooler the scenario will seem, and the more the audience will like it!
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Playground games live 7
Adding FX
After creating the setting in Unreal Engine, it was time to add some true wow factor with special effects. One effect I really wanted was a brilliant beam of light blasting from something, surrounded by glittering particles. This looked simple enough at first, until I learnt about blueprints. Blueprints are instructions that inform the Unreal Engine how to create these effects. The difficulty was that these instructions may grow quite intricate, with lines and boxes everywhere! It was like having to learn a completely new language. I spent a lot of time watching tutorials and adjusting the settings. Slowly but gradually, I began to comprehend how blueprints operated. It was tough at times, but I eventually got the beam of light and particles looking perfect! It surged with energy, and particles whirled about it like little stars. It was just what I needed to make the scenario appear fantastic! Adding these effects required a lot of labor, but it was well worth it when you saw how much cooler the atmosphere became.
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Playground games live 6
Setting up the shots in unreal:
To put everything together, we utilized a highly powerful application called Unreal Engine, which functions similarly to setting up performers on a stage for a play. I created the complete setting for the trailer while considering all of the team's thoughts. This includes the enormous cityscapes and perhaps some gloomy woodlands as well! Everything had to look fantastic and engross viewers in the narrative. It was quite similar to building a massive digital movie set!
I added mist and fog to the city to make the teaser even more thrilling. with the help of an unreal engine dynamic fog system Imagine a haze of smoke enveloping the towering structures, lending an air of mystery and tension. It was similar to adding a stylish touch to our enormous film set!
It was time to record the shot once the globe was constructed! I was in charge of the cameras to showcase Shot 2,3,and 6 what i had made, just as in a genuine movie. I shifted the cameras to get dramatic angles that would evoke a wide range of feelings in the audience, including surprise and astonishment.
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Playground games live 5
Modelling Turret:
It was time to start building things in 3D now that the trailer concept was finalized! I created the turret using a fantastic application called Blender. I took sure to consider every little aspect and gave it a slick, modern design that matched the rest of the city. We were getting closer to creating our amazing trailer the more I worked on it!
It was time to add features and give the turret a realistic appearance after I had completed designing it in 3D. Substance Painter is another application I utilized, which is similar to an advanced paintbrush for 3D objects. I added interesting features and applied textures to the metal to give it a weathered, futuristic appearance. The turret now had a fantastic, realistic appearance, as if it belonged in our futuristic metropolis!




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Playground games live 4
Personal Challenges:
The largest obstacle was time. There was still lots to accomplish, but we had a deadline to fulfill! It resembled attempting to juggle many balls at once. To make sure everything operated as intended, we had to carefully organize everything and be in regular communication with one another. Ultimately, though, we all put in a lot of effort and made the deadline!
Maintaining everyone's alignment presented another difficulty. Each of us operated in a unique way and had unique strengths. We would schedule frequent meetings or discord chats, work through solutions together, and ensure that all parties were aware of the situation in order to address this. We improved the trailer by exchanging ideas and being courteous of one another.
Texturing the structures proved to be challenging for me. It took some effort to figure out how to add textures to the models so they looked authentic, even if building them was initially straightforward. Even though I became upset sometimes, I kept going! I tried many things, asked my coworkers for help, and ultimately I was able to make the buildings look amazing. It was challenging, but I learned a lot and added to the incredible trailer's design!
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