- Rationale/ Intention:
- My intention is to continue challenging myself with my time-piece experiment in creating an experimental 3D futuristic ‘Souls-like’ environment, worthy of a boss battle with a focus on lighting.
- This is to take on the other half of the challenge/experiment from my Folio1 Project. And having a greater understanding of the ‘Souls-like’ genre, I believe I am more ready to handle creating a ‘souls-world’ in a bigger aspect, in a full environment that one would typically see than a smaller niche interactive experience set in the modern-day era.
- Context: Field
- This project sits within the game design, environmental/level design and potentially the ‘speedrunner’ field.
- Two people immediately come to mind,
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“VaatiVidya” (Vaati) – Which I used as reference for Folio 1
A Youtuber/Twitch Streamer and a prominent figure in the Dark Souls lore universe who was very helpful for the world creation process in Folio1.
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“VaatiVidya” (Vaati) – Which I used as reference for Folio 1
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“heyZeusHeresToast” (Zeus) – Which I’ll use for reference in what players like in their levels, what works and doesn’t work.
A notorious Bloodbourne speedrunner and Twitch Streamer. (Multiple appearances in AGDQ - Awesome Games Done Quick, a large speedrunning charity event)
- Other notable studios are: Japan Studios (Playstation), Bluepoint Games (Demon Souls Remake), and FromSoftware (Dark Souls) – Bandai Namco Souls Series.
- Method
- The studio work will help support my intention in a hands-on fashion, allowing for learning of lighting and helping my level/environmental design skills.
- Softwares: Unity (Game Engine), Maya (3D Modelling software)
- Research and development documentation: Microsoft Word, Pen and Paper, Google Docs/Drive
- Consultations/Interviews with the avid Souls Genre community member from Folio1
- Production: Tools
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Week 1:
- In Field research and consultation within the souls-like community.
- In Field research and consultation within the souls-like community.
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Week 2:
- Concepting and sketching the environment/level for the
- Greyboxing the sketched environment in Maya, imported onto Unity.
- Basic Lighting in Unity
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Week 3:
- 3D Modelling key elements/environmental placements.
- Greyboxing and changing environment/level as needed or suggested.
- Colors added with Lighting in Unity
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Week 4:
- Testing/Playtests
- Revisions of the environment if needed.
- 3D Modelling key elements/environmental assets
- Lighting, Color, Emissions, maybe Shaders
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Week 5:
- Continued (re)modelling of environment, key elements, concepts, and implementation of assets.
- Playtesting
- Lighting, Color, Emissions, maybe Shaders
- 3D Modelling key elements/environmental assets
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Week 6:
- Revisions of the environment if needed.
- Lighting, Color, Emissions, maybe Shaders