Overview – Space-themed Platforming Game
This brief details the creation of assets for a game with a
‘retrofuturistic’ theme.
Retrofuturism is 20th century aesthetics applied to science fiction; it creates
a style that looks both space-age and old-fashioned, and is instantly
recognisable.
The overall look of the game should be clean and bright,
with emphasis on primary colours to emulate the ‘pop art’ feel of retrofuturism
artwork. It should aim for a simplified
‘cartoony’ look rather than gritty realism, but retain realistic character and
environment proportions. To create and maintain a unified stylised appearance, all
textures will be primarily digitally hand painted. The game will take place in
a variety of different themed levels, so assets that will be present throughout
the game - such as reoccurring characters, need to be versatile enough that
they are suitable across several different colour palettes.
The game will be produced for the Unreal Engine, using the Unreal Development Kit. The models with be
produced primarily in 3Ds Max, with Z-brush or similar software used to produce
normal maps. The textures will mainly be
produced in Photoshop.
Lead Character – Space
Explorer
The lead character is a female space explorer. She will be
wearing a space-suit with helmet that obscures the face. The space suit doesn’t
have to look realistic by modern standards – in fact it is preferable that it
is obviously influenced by science fantasy. The suit can show minor wear and
tear, but should for the most part look clean and new.
The character model
should value readability over detail, and be realistically proportioned -
although some exaggeration is allowed to aid readability - with a primarily
blue or grey colour theme and plus a highlighting colour such as orange if
needed.
Since the character will be in the foreground of the screen
consistently during gameplay, only one Level of Detail is needed.
The character mesh should be under 20k tris, and the mesh should prioritise the silhouette and use
appropriate polygon density. Since the character will be very visible and will
constantly be moving, the topology needs to be built so that it deforms
smoothly when the model is rigged.
The mesh should be textured using the following maps:
2 1024x1024 diffuse
map with alphas
2 1024x1024 colour
specular map
2 1024 normal maps
The diffuse map should be hand painted in Photoshop, with
photo references used sparingly to convey the different textures of the
materials such as metal and plastic. Mirroring the textures should be avoided
as should obvious symmetry, except in areas where it will not be noticed.
The character mesh should be under 15k tris, and the mesh should prioritise the silhouette and use appropriate polygon density. Since the character is mainly made out of metal, the majority of the mesh will not deform when moving, so the topology should take into account where extra geometry will be needed for it to deform cleanly and where it will not.
NPC – Robot Helper
This character will be present in various levels, to be
directed by the player. It will be mostly humanoid, although not necessarily
with accurate proportions, and has to be visibly mechanical. Most importantly,
the character needs to look like it could realistically move, with jointed
segments where the limb bend.
The character mesh should be under 15k tris, and the mesh should prioritise the silhouette and use appropriate polygon density. Since the character is mainly made out of metal, the majority of the mesh will not deform when moving, so the topology should take into account where extra geometry will be needed for it to deform cleanly and where it will not.
The mesh should be textured using the following maps:
2 1024x1024 diffuse
map with alphas
2 1024x1024 colour
specular map
2 1024 normal maps
The diffuse map should be hand painted in Photoshop, and the
normal and specular maps need to realistically display the different materials –
metal, plastic, rubber, etc – that the character is made of.
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