![Click to change the View [Barrow] Doodads](http://d.furaffinity.net/art/lethaldoors/1525496034/1525496006.lethaldoors_barrow_doodads.png)
This was actually the most fun I had on the project, go figure. We wanted a lot of clutter to make the station the game took place on really lived-in.
The game took place in a station owned by one of the largest corporate conglomerates of the time, and most of the stuff inside was built around their color scheme.
The game took place in a station owned by one of the largest corporate conglomerates of the time, and most of the stuff inside was built around their color scheme.
Category All / All
Species Unspecified / Any
Size 995 x 1985px
File Size 2.79 MB
Listed in Folders
Look at all them doodads and thingymabobs! Lots and lots of blocky orange things, and yet everything is pretty distinct in its own way! Your clean and distinct art style that you draw monsters and anthros and armour-wearing folks in, it translates really well to this object design! I'm not too surprised to hear this was one of the things you enjoyed the most about the project, haha!
Knowing that you were going to be modelling all of these things into the game, did that shape your design process at all? Obviously I don't need to say that these shapes look like things that would translate very effectively into the PSX style graphics and aesthetics. Did you ever find yourself having to cut back on things you wanted to do, for the sake of the style... OR maybe you even found yourself wanting to see how far you could push the envelope?
Whatever the case may be, I really like your concept style. Everything is super crisp and clear, every thing I read the name of and was like “yeah, that's totally what it is!”. And the little touches like the shapes next to the support beams, the bottom of the table... you really know what you're doing!
Also I guess in the future we will only need the letter X and 0-9 to get all the information we need on a computer. I welcome this simplistic future with open arms, heh.
Also also, I want that sweet Casso Gameboy.
Knowing that you were going to be modelling all of these things into the game, did that shape your design process at all? Obviously I don't need to say that these shapes look like things that would translate very effectively into the PSX style graphics and aesthetics. Did you ever find yourself having to cut back on things you wanted to do, for the sake of the style... OR maybe you even found yourself wanting to see how far you could push the envelope?
Whatever the case may be, I really like your concept style. Everything is super crisp and clear, every thing I read the name of and was like “yeah, that's totally what it is!”. And the little touches like the shapes next to the support beams, the bottom of the table... you really know what you're doing!
Also I guess in the future we will only need the letter X and 0-9 to get all the information we need on a computer. I welcome this simplistic future with open arms, heh.
Also also, I want that sweet Casso Gameboy.
Hey, thank you so much!
The blocky style definitely lent itself well to what we were trying to do, so I didn't have to cut many corners, if any at all with the models I made. I ran into trouble with the some of the medium and large objects though, with the texture looking REALLY bad when stretched so large. We countered this in our new project by having exceedingly large (three story buildings for instance) have 256x256 textures instead of 128x128. It might not be totally faithful or to spec, but it certainly looks much better and more importantly, not out of place!
https://www.dropbox.com/s/865axdzk1.....board.png?dl=0 Here's what the keyboard actually looks like - not that you could tell when it was scaled down so small on the tiny models and textures, but it was important to figure out for the sake of world-building for me, haha. They actually don't have computer mice in Barrow. Any cursor on a screen is manipulated with the dials, like an etch-a-sketch. So you'll see a bit of that every now and then on their electronics - the IDA (Barrow's PDA / Inventory system thing, also where your PIXIE would live) has some on it!
The blocky style definitely lent itself well to what we were trying to do, so I didn't have to cut many corners, if any at all with the models I made. I ran into trouble with the some of the medium and large objects though, with the texture looking REALLY bad when stretched so large. We countered this in our new project by having exceedingly large (three story buildings for instance) have 256x256 textures instead of 128x128. It might not be totally faithful or to spec, but it certainly looks much better and more importantly, not out of place!
https://www.dropbox.com/s/865axdzk1.....board.png?dl=0 Here's what the keyboard actually looks like - not that you could tell when it was scaled down so small on the tiny models and textures, but it was important to figure out for the sake of world-building for me, haha. They actually don't have computer mice in Barrow. Any cursor on a screen is manipulated with the dials, like an etch-a-sketch. So you'll see a bit of that every now and then on their electronics - the IDA (Barrow's PDA / Inventory system thing, also where your PIXIE would live) has some on it!
Welcome!
Yeah, I am not surprised the actual modelling for the objects wasn't too hard. All nice and blocky like they are, but still distinct enough. That's an interesting problem to have with the larger objects though. I can understand your solution of upscaling the textures and things, but do you know how people originally solved the problem?
Cool to see how much thought and detail you put into the world-building, by even coming up with the keyboard's buttons and things when they wouldn't be seen. And yeah, I actually did notice that about the dials! I... wasn't sure if they had computer mice or not, but I did figure the dials were how you'd interact with some of the things! If you don't mind me asking more questions, did you imagine having interaction animations with any of the devices in the game to show the dials off, like bringing up the IDA, or was this just another cool world-building detail that most people wouldn't know?
Yeah, I am not surprised the actual modelling for the objects wasn't too hard. All nice and blocky like they are, but still distinct enough. That's an interesting problem to have with the larger objects though. I can understand your solution of upscaling the textures and things, but do you know how people originally solved the problem?
Cool to see how much thought and detail you put into the world-building, by even coming up with the keyboard's buttons and things when they wouldn't be seen. And yeah, I actually did notice that about the dials! I... wasn't sure if they had computer mice or not, but I did figure the dials were how you'd interact with some of the things! If you don't mind me asking more questions, did you imagine having interaction animations with any of the devices in the game to show the dials off, like bringing up the IDA, or was this just another cool world-building detail that most people wouldn't know?
No idea, they must have had access to some serious forbidden magic. Best I can tell is that they just didn't care the textures looked wonky or the buildings were scaled strangely to fit in the detail. May have been separate models combined into one, or even a lot of older games had pre-rendered backgrounds for that kind of thing!
Since animations are left to me and I have no experience with them, most of them were all very primitive, haha. Definitely not anything extra, so none of the dials were created to be animated. I think if we were to show someone operating them, they just move their funny blocky mitten-hands over them like they were turning them without anything actually happening. Part of the old game charm I guess haha.
Since animations are left to me and I have no experience with them, most of them were all very primitive, haha. Definitely not anything extra, so none of the dials were created to be animated. I think if we were to show someone operating them, they just move their funny blocky mitten-hands over them like they were turning them without anything actually happening. Part of the old game charm I guess haha.
My best guess would have been what you said about separate models with separate textures combined into one, but obviously I haven't the foggiest idea. Still, I don't think anyone would fault you for spoofing it a bit though for those largest textures!
Heh, that would actually be pretty charming! Those good ol' blocky mitten-hands just moving as though they were turning them. I figured there might be some cool diagetic animations with the IDA menu, if you needed to page through it to see different details and suchlike?
Anyway! Do you happen to have any of the animations you did, available to share? Even as basic as they were, it would be cool to see, but obviously it's totally up to you :)
Heh, that would actually be pretty charming! Those good ol' blocky mitten-hands just moving as though they were turning them. I figured there might be some cool diagetic animations with the IDA menu, if you needed to page through it to see different details and suchlike?
Anyway! Do you happen to have any of the animations you did, available to share? Even as basic as they were, it would be cool to see, but obviously it's totally up to you :)
Making a station like that look lived on is super cool, and adds a ton of personality to it. That's part of why I loved the recent Prey game! Not only did it look like people were just going about their business at the time of the game, but the place was designed really well too.
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