Sunday, 30 October 2016

Xbox Infantry re-visit

I am re-visiting my designs for my Xbox alien race. The previous designs were lacking some aspects of the Microsoft/Xbox design criteria. In this new design i have made a more sleek and fractal design, also playing on the idea of the 'spying' I thought it may be ideal to have a sleek corporate outside while having hidden features underneath. Things such as a visor covering one large eye and hidden guns depending on unit type etc.

Other designs such as the vehicles will show other interesting shapes and forms, however for this unit I feel a more traditional humanoid form is the better option.

On a design note the surface is supposed to be a gloss black and gloss grey, like the elite Xbox controller. I found this effect hard to achieve.

Thursday, 27 October 2016

Xbox: Design Update

Updating on my progress, I am at a point of refining three of my basic unit designs for my Xbox alien race. Having first developed the ranged unit, I believe it would make sense for this race to use a core base in all its infantry. As such I have adapted the designs for their specific purpose. The support class of infantry now has a more stable platform to use its heavier weaponry. While the recon class of infantry now has an adaptive camouflage and accompanying drone.

Monday, 10 October 2016

Unit type research

I have researched the types of units generally found in similar games to gain an idea of the models I will make in this project.

Infantry are generally the smallest unit type in a game. Some games offer variations of design and equipment and as a result, they start to perform more specialised roles.
For the purpose of this project, Infantry can be roughly grouped into four classes.

Melee Units fight hand to hand. They tend to be very strong and heavily armoured simply because they engage the enemy at close range.

(Melee example)

Ranged Units form the majority of infantry types. They have the advantage of opening fire at a distance. Generally, they will be equipped with standard weaponry and form the bulk of a force.

(Ranged unit example)

Defensive Units specialise in repelling regular infantry types, these units use higher armour and guns with a higher ammunition count to repel and supress the enemy.

(Defensive unit example)

Spies can disappear from view or remain hidden from the enemy in some way. Spies are designed to penetrate enemy lines. Another variation is the Sniper who is a stealthy unit that assassinates other infantry at long range while gaining tactical information.

(Spy unit example)

Vehicles are generally the dominant unit on the ground, and can provide vast amounts of armour, power and manoeuvrability. For the purpose of this project they can be grouped into these four unit's.

Tanks come in every size and shape. Variations on the tank include large gun carriers, armoured cars, half-tracks, and the armoured personnel carrier (APC), which can transport infantry units.

(Tank example)

Bikes and Buggies are light high-speed vehicles. Often in games, they are some kind of bike, trike, all terrain Jeep or other. They are generally lightly armed and often expendable.

(Bike example)

Mechs are heavily armed robots with high-tech weapons, heavily armoured and of great size, these vehicles provide superior power to infantry stalemates where less mobile vehicles cannot reach.

(Mech example)

Artillery is stationary unit that can shell opponents beyond visual range. Some games offer nuclear silos and rocketry which fulfil the same role.

(Artillery example)

Aircraft are units that fly through the air. They are usually the fastest units in the game with the widest field of view. Aircraft come in four major type. Fighters, Bombers, Scouts and Transports. Fighters target enemy aircraft, but have little effect against the ground, Bombers are slower and target the ground, Scouts high speed, lightly armed units that are designed to search and provide recon, and Transports take units in and out of hard to reach trouble spots.

(Transport and Bomber example)

Sunday, 9 October 2016

Further idea refinement

My designs will belong in a scifi game world. So to give context to these designs a basic premise of a game must be created. After speaking to Alan he mentioned skirmish type games, games where there is one big battle as a focus point. This is a perfect as way of bringing together my alien species.

I propose that by looking at the brands/objects I can then construct a purpose that would lead to battle between them. At the core, these inspirations are all businesses and as such there main goal is to make money. So it makes sense that in the game world they fight over some form of wealth. Now this wealth could be the same or different to each race but equally important and found at the same location.

One problem I thought of while trying to figure out a battle scenario was what was to stop each alien race from using weapons of mass destruction and what forces them to go to ground level on a planet etc. However upon further thought, what if the planet itself was the resource. This gives them incentive to stay while they mine and gather resources and also incentive to fight the others to gain more space to gather the resources, and with the environment being valuable it stops them from a certain degree from destroying everything. Also by having each race want a different resource found on the planet it gives each race some greater depth and diversity.

Tuesday, 4 October 2016

Updated Project Proposal #2

After my tutorial Friday it was suggested I need to rethink the inspirations of the alien races. Instead of being so broad in terms of object or thing.

Firstly I have drawn some inspiration from the objects around my home, more specifically my gaming devices. In terms of consoles I think it may be a good idea to base races of the different branded consoles and PC's, mainly just the Microsoft Xbox, Sony Ps4, Nintendo NX/WiiU and the PC. I find this interesting as each has unique archetypes and all are at 'war' with each over which could have interesting design influence. They all also have unique designs for each machine.

Some things that can be drawn from these companies are:

Microsoft/Xbox - When you think about Microsoft and the Xbox you can make some assumptions on the type of thing it is, you can focus on how a lot of its applications and hardware can be used to watch or spy on the user (windows 10, Kinect) this could be translated into a race focused on spying or discovery. Also it can be said that Microsoft uses its influence and wealth to get its presence anywhere and everywhere, another trait to add on top of the other. In terms of the Xbox itself some say it is a bit vulgar but has a very loyal fan base.

Sony/ps4 - When thinking about Sony and the ps4 some things can be associated with it, for instance in terms of styling their products are very sleek and well designed. Also Sony is a Japanese company that brings with it cultural and design aspects as well. In terms of the ps4 itself it had a very successful launch and used good design and marketing to win over consumers.

Nintendo/WiiU - Nintendo and its products can now be seen as something from the past, trying and failing to work in the present. Many find its reluctance to use current social technology and targeting those who do makes them too secluded and alienates consumers. While of Japanese origin like Sony it could be that Nintendo’s design is a bit more traditional as to be more past orientated. The WiiU itself is not viewed as a traditional console, it is very different to its rivals and has been seen negatively by many consumers.

PC - The PC is viewed by many to be the true future of gaming, however many owners of the consoles may not agree. They can be seen as expensive and big. The PC can offer diversity in both its design and specification letting the consumer have a unique PC of their own. The PC itself is seen as a powerhouse by some, its customisability and power to run the best games better than its rivals can be seen as an advantage. An interesting term for PC’s is the ‘master race’.