Category Archives: Trove of Thieves

Game Character Concepts

For my games project, Trove of Thieves, I have come up with the initial character design. As we have limited time, I will make one character and two different textures. My character design is below:

model sheets
Of course, these are just concepts and will be simplified when I model the character. The thief wears a hooded cloak and the hood will definitely be up so to eliminate the need for hair animation (I just drew it down for the concepts).

In addition to this I did a very quick sketch of the thief running with the hood up.

blue_running

For this project I will be doing the following with this character:

  • Modelling
  • Unwrapping
  • Texturing in the two different palettes
  • Rigging
  • Idle animation
    • Transition (although this might be handled by Unity)
  • Run cycle
    • Animation of hood and cloak
  • Basic death animation

For the run cycle I will be aiming for something similar to this (as suggested by Ben Lovegrove):

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Game Project Aesthetics

Working with the my games group I have created some basic aesthetics for the game. Our game is a isometric turn-based multi-player in which clans of thieves protect their base while attempting to infiltrate their opponents. The main objective is seizing your opponents gold and all moves are based on 2d6 of probability. The game will be stylized and “cartoonish” in aesthetic. Here is the mood-board I have created for the game:

MOODBOARD

I have taken inspiration from Towerfall: Ascension, Bastion, Escape Goat, Besieged and Monument Valley. I love the colour palettes of these games and the stylized character designs. The smooth, painted textures of the 3D games (Bastion, Besieged and Monument Valley) are want I want to aim for – although this may be a bit out of scope.

Below is the refined colour palette for the game:

clans_colour palettes

The two clans of thieves will be blue and pink respectively. Different traps will be depicted in the different shades. The cave environment will be mostly depicted in shades of purple. Various HUD aspects and other important items will be depicted in the golden shades of the text.

Taking all this into account I have tried to develop a logo which mostly accurately represents the game. My final design is below:

actual_final_2Here is a quick breakdown of my design:

  • The colours reflect the palette of the game.
  • The text and chosen symbols demonstrate the fantasy, rogue-ish setting
  • The golden text and gold coins show the games main objective: gold
  • The dice demonstrate the chance aspect of the game
  • The two daggers show the combat and defense mechanisms
  • The opposing colours of the daggers show the 1 versus 1 multi-player

Collaboration with Games

On Wednesday we got the opportunity to sit in on a Games Studio 1 class. In the class we looked at choice vs chance, different types of choices and different types of information. It was extremely interesting as I have been interested in games and game design for quite some time.

In addition to this we were given the option to collaborate with a team to make a game based around the “Turned Based Citizen” brief. I jumped at this chance and have been placed in a very good team with Shaun, Ben L and Harley. At the moment we already have a basic concept for the game, although we still need to flesh it out in order to pitch it on Tuesday.

My role within the group will mainly be art direction and animation. We have very different learning outcomes so I will be able to hit a lot of mine without taking any away from them.

I will be doing the following things:

  • Art direction, colour palettes and character concepts
  • Some character and environment modelling
  • Unwrapping
  • Texturing
  • Looping and transitioning character animation
    • Walk cycles
    • Action cycles
    • Idle animations