This modification originally started out as a Defense Of The Ancients clone for UT2004, but a lot of game design elements had changed over time that it started to become its own game. I am currently actively prototyping this game within RoboBlitz, and it is actually working already (with multiplayer), unlike most other Unreal Engine 3 modifications which are all in 'pre-production' phases. It is possible that two versions of this game will exist, one for RoboBlitz and one for Unreal Tournament 3. The game is heavily team based and takes a new form of cover tactics. where as most other cover games are based on the fact whether players are in cover or not, this game looks from the perspective that players are always in cover but to what extent are they in cover? Mixed with a skill system, onslaught like map node system ... I hope this game will be unique enough to stand out against all the other mods out there.

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General Art direction discussion (Games : Unreal Tournament 3 : Mods : ProjectX : Forum : Project Design : General Art direction discussion) Locked
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May 23 2007 Anchor

Heya.

This thread is for the discussion of art direction and vision.

What kind of feel/look are we going for?
Are we just porting over 2k4 textures and meshes with normal maps?
Are we making everything custom?
What kind of scale will the environments be?
Will we need special geometry on top of walls to compensate for the chosen camera angle?
What are the level designers wants/needs?

Just some things off the top of my head to get this part of the project rolling.

Cheers

May 23 2007 Anchor

Right, I'm still organising everything and trying to find a work flow for everyone. Anyways, lets discuss this anyways.

For ProjectX I wanted Steam Punk look. Magic can play a big part too, so its not neccessary to stick to 'real world' looks at all. A look I would like to go for is a Warmachine by Privateer Press look:

Users.bigpond.com
Basementminis.com
Roolipelit.net
Rpgshop.com
Dungeontrader.com
Discountmini.com

I think this look will allow artists to have a lot of room to move around and experiment with ideas and so forth. There aren't any mechs or vehicles (usable vehicles anyways) within the game so a lot of the mechs you see in the pictures can be used for armor design, or just general ideas.

Character models will be dressed up generic human models. What I mean is, because this is a top down game, no one is really going to see a lot of detail in the facial features of the pawns on the map. Thus the defining factor is the armor that he/she is wearing. A generic human male / female (not realistic proportions, but more 'super hero' proportions) will need to be constructed. Once we have that, we all can make individual bits of armor such as shoulder pads, helmets, boots, belts, vests, etc etc. There is no stats related to the armor bits, and they have no gameplay value, but it does mean we can create as many as we like for these bits. The more we create, the more fun players are going to have simply customizing their avatars. The armor bits don't have to be earnt or anything like that, players have access to them all so that they can create a really original look and feel for their own avatar.

The environment can be a lot of things, but I think the best look will be a desolated destroyed city. Sort of like HellGate London, with Gears Of War .. that sort of look. It provides a lot of reasons why there is a whole tonne of debris (to use for cover) lying around and so forth. A once magnifciant city is now destroyed. That sort of look would be great.

Are we just porting over 2k4 textures and meshes with normal maps?

No, they were just place holder art. Stuff I could get quickly into UE3.

Are we making everything custom?

Depends. If we make our own custom art from the start, then we wont need to match anyone else's style. We just need to make sure our own art is consistent.

Will we need special geometry on top of walls to compensate for the chosen camera angle?

Mmm, it depends on the map I would imagine. Ideally there won't be very tall buildings or poles, as that could obstruct view. We wouldn't really want to do that.

Jul 12 2007 Anchor

can we utilize full color spec maps?

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