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Alien Artist is a first person art puzzle game which teaches the player how artists think. You are an alien in an alien society and the imperial artist for your Emperor in his palace. Very soon, there will be a meeting with many rulers from other alien nations around the galaxy coming to your Emperor's palace. It is an extremely important event comprising of first impressions, signing of treaties, and trade alliances. Your Emperor wishes to impress his fellow guests with a whole wing of his palace devoted to beautifully composed art pieces using abstract sculptures. The player must go from room to room in the art wing and portray the singular idea or feeling which that room is meant to represent.
Examples of topics are: loneliness, wrath, and melancholy. Each topic is portrayed using five abstract items which are selected by the player. These abstract items are gathered from a main room which contains all the items that are able to be used throughout the game. The player is able to progress to a new topic when they correctly portray the topic they are currently on. They are also rated and given points based on how well they express the topic they are told to portray and how well they maintain the focal point of the piece.
An abstract item's color, shape, placement, and material all dictate how well that item is able to be used within certain topics. For example a red item represents anger, destruction, or passion. A round item is soft, passive, and unassuming. An item that is scaled up and higher up within the composition represents more dominance. The player must keep these attributes in mind and select items which use the correct properties to create the correct portrayal of the given topic. There are multitudes of possibilities for how to portray each topic. It is up to the player to decide how they want to make their art pieces and balance their personal aesthetics with their Emperor's.
Latest tweets from @psychemac
progress on modeling assets for the first and second puzzles. still plenty more to go. T.co
May 21 2013, 4:51pm
pretty much done programming puzzle 2. cant wait to make puzzle 3, thats where things start to get much deeper psychologically and complex.
May 16 2013, 8:24pm
itll also cut down a lot on development time which is great. i want the programming to be more of the art of the game than the art itself
May 15 2013, 4:12pm
going to try not sculpting or using ambient occlusion or normal maps and just go painterly. I think itll free up my creative process.
May 15 2013, 4:08pm
im going to try a different approach to the art. i like the "Mancube" I made but I think I can make my art more cohesive w the gameplay
May 15 2013, 4:07pm
added more polys to make the Mancube higher quality. some areas i left jagged for style. on to texturing now for sure T.co
May 13 2013, 4:45pm
@Froyok wow thanks man, Ive been watching your project as well. cant wait to play it
May 9 2013, 7:54pm
this shot shows the topology better. gotta make a cage to fix the baking errors. T.co
May 9 2013, 7:53pm
heres the Mancube in Unity. its the char that guides the player. Still some baking errors. next is texturing it. T.co
May 9 2013, 7:15pm
shot of the progress of the second puzzle. T.co
May 8 2013, 7:37pm
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