Wednesday, June 3, 2009

Monastery level flow chart

Giving the feel of the first level in Project:Mayhem. The first level is designed to ease the players into the different aspects of the game. The player will also have all the latest DTIA enhancements equipped and fully operational. The first encounter with the hacker is simply a warning to back off, and join Project:Mayhem. Later encounters with the hacker wont be so easy...



Click for larger view.

Design Inspirations

Inspirations behind the story and design of Project:Mayhem




Click for larger view.

Concept Documents

Final design documents all finished.





Click for larger view.

Sunday, May 31, 2009




More concept levels of the Shopping District and Airport.
The character design for general police and a new Detective Hack are also done.
lots and lots and lots of drawing in need of doing before the middle of the week, getting way more intense now.

Wednesday, May 27, 2009

Additions



New concept levels to add to the list.
just finished basic line and colour of a Project Mayhem Footsoldier and Main character Detective Hack. His partner Detective Dee will be done soon.
For now, here is the monastery and bar (with intensional glowing floor).

Wednesday, May 20, 2009

le` HUD

Here's the first of the HUD designs. It displays all necessary information
-Health monitor
-ammo count
-iterms equipped
-vital information
there shall be more coming, this is only the first

Level flow chart



Here's the blueprint outline for the game levels (click for larger image).

There are a possibility of 3 endings along the story depending on how you play the game. If you miss things/make poor choices you'll find your game journey cut short.

Tuesday, May 19, 2009

First 3 Environment Roughies




Here are 3 out of a possible 10 rough environment sketches representing each level in the game. These aren't in order, nor are they finals, and will be prettied up before the final presentation.
As i said in my last post, i'm still attempting to complete rough sketches as quickly as possible, so hopefully my sketches will become more hurried and muddled, theres too much effort being put into them as concepts!

also there will soon be pics of the group's prototype HUD and gameplay...will be fun/funny.







the rain tapping on my window is like asian water torture...

Wednesday, May 13, 2009

Hacker's Ambience


Numero Uno with a hacker's environment. There is meant to be a guy sitting on a chair, but i don't have the time nor the patience for tonight. I am still getting use to the 'rough' matte paintings, since i tend to be a perfectionist, doing a rough and sketchy art style is taking time to get use to.










All those in favor of leaping into Yoshi's mouth, say "arr" like a pirate.
I'm currently working on character designs for a variety of Project Mayhem goons, they'll be sticking to the black-dressed theme like the film, but with more cyber-punk wear (must look up japanese-wear, they seem to pull off cyberpunk uber-well). Some goons skinny, some buff. what weapons should they have? melee? guns? mind bullets? all the above?
Not really sure what the cyberpunk version of Tyler Durden should look like...i'm thinking most definately the red leather jacket he wears, possibly goggles?
Hopefully ill have another quick digital concept of somebody soon, i was gonna use the Cintiqs in the animation room, cept i forgot to bring my wacom pen. poo.

may the stress be with you young tech-savvy ones.

Sunday, May 10, 2009


Thy first concept of the Detective in Pork Volcano's Fight Club game design.
Only goes down to the shins, could'nt be bothered doing feet yet, not entirely important since they will be many alterations in the characters later down the track. Hooray for getting started!

Kai.

Hello world!