Big Game Project – Week 1

Since Tumblr isn’t allowed anymore, here’s my new school blog! This time it’s gonna be about more exciting stuff than board games – our 10 week long Big Game Project course started last week, and I’m going to make weekly updates on what I’m doing, which is mostly going to be 3D modeling and texturing. 🙂

Our game is a past-paced arcade adventure, where you play as a (former) racing robot traversing different levels in a sci-fi landscape. As the player, you can’t move forward on your own, and have to rely on different boosters placed about the levels.

Most of the first week was spent making the character model, which is now finished! I was hoping to have the model done by the middle of the week, but after some discussion we decided to do some last-minute redesigns.
The thing we redesigned was the lower body, which we felt looked a lot like a dress. We didn’t want the robot to look gendered, so we changed it up a bit. You can still sort of see it, but it’s much less apparent.

The final polycount landed at 3482, which is pretty low! We’re unsure of how many polys we’re going to be able to have for everything, so we’re just aiming low and hoping for the best.

One of our features is a booster that you can pick up and use at any time. The meter on the robot’s back is supposed to show how much booster energy you have left.

The robot’s (hopefully) animation-friendly arm! Since it’s a mechanical arm, the pivots of the joints need to be perfectly aligned.
For the shoulder, I first set its pivot to the center of the ball. I then copied the X position of the vertices around the hole and set the upper arm’s position to that value. Now the ball won’t pop out or clip through the hole when animating! Pretty neat.

For week 2, I’m going to add some “damage” to the mesh, like crooked exhaust pipes, dents and whatnot (to help explain why you can’t move forward). I’m also going to rig the character using CAT, and hopefully get the skinning done as well. If I have time, I might start on some props too.