Project Pitch: Week One
I excel most as a designer at environment modeling and texturing. I enjoy the aspect of game design that involves problem solving in issues of modularity, workflow, game space, and my left brain just leads me to an all-around technically oriented specialty. Therefore, my goal for this class will be to create a fully-fleshed out, portfolio environment that adheres to industry quality and standards.
My primary audience will be a studio or art director. The main purpose of this project will be to display my knowledge and understanding of advanced techniques, and I would like to gear this around what an art lead would look for as a demonstration of ability when hiring people. My secondary audience would be gamers in the age range of 18 - 30, probably male, with a penchant for dystopian sci-fi universes. My environment will not have a particular goal, per se, but it will have a flow, with unique sections that add varying interest in a flythrough.
If it were a game, the essential mechanic would be exploration, adventure, maybe even a good deal of action/combat. In today’s market, I could seeing it fall into a popular shooter category, like Bioshock, a game with a similar art style and target audience. My environment will essentially be a sci-fi city that exists in a fantasy universe, where Art Deco and 20's iconography continued into the digital age. I want to have a mix of electric/modern lighting and technology with stainless steel statues, ornate reliefs, towering skyscrapers, and flat graphics. This environment exists in a New York styled city, where Skyscrapers are built so tall that the city has moved vertically with them. People walk on sidewalks and take trains, hundreds of feet in the air, as they commute from the 40th floor of one building to another. I will have three main elements of interest in my environment: lower class/slums, middle class/town square, and the upper class and business element of Manhattan architecture everywhere the eye can see.
This project will uphold my personal focus as a designer by helping me learn new techniques, become stronger as an artist, and prepare my portfolio for interviews pertaining to an environment/asset artist position.