Moodboards 2
I still don't have a solid idea of what I'm going for, so I kept searching for more images till something clicks. This time around I was looking for something a little more specific as I tend to be a bit indecisive with what i want and too broad with my ideas and vision. I wanted to make sure I had a good/interesting layout for the environment. I tried to keep in mind the interesting shapes the buildings make so the area didn't look too blocky and fill in the background with a vista of tall buildings and the rest of the city.
I liked the street layout for Piccadilly Circus in London and thought that would make for a good base to start from to layout the environment from a top down view.
Moodbaord 3
Half way through doing some sketches, I thought why not do an indoor environment that will connect to the outdoor section, making it seamless as you transition from outdoors to indoors like most modern games. I wanted to make sure that the indoor sections has enough elements for gameplay, but not to clutter the space up too much which will hinder melee combat. Lighting may cause a problem because indoor scenes are lit differently from outdoor scene and must take care into lighting it correctly.
What To Look Out For
Im trying to make sure I keep in mind the following:
- Architectural design and detail
- Textures to use
- Mood/atmosphere
- Lighting
- Protagonist/characters that use the space
This should help me keep the environment looking consistent.
Floor Plan
It is always a good idea to start a concept on paper as it allows you to establish the first few ideas (or see how crap they are), while you iterate and figure out what the focus of the environment will be. The images below are of ideas for a specific room the player will be in.
Environment Floor Plans Layouts (Top Down)
Plan 1
This layout is based on a outdoor environment from one of the moodboard images with an overhead monorail. Its quite crude drawing but the black blocks round the edge represent other buildings and scrapers that will create a boundary box for the level. The red line represents where the overhead railway track will go, and a train will be swooshing past every so often.
Plan 2
This layout is for a research lab full of high tech equipment and nano machines, found on one of the floors in the main building of the fictional tech Company. I labled everything so I could figure it out where everything should go.
Plan 3
This layout is of a smaller lab in the same building where they perform high end medical and scientific research.
Plan 4
Another research/operations lab doubling as an office, like a private room for the CEO to perform their own experiments/ research . Images from Deus Ex: human Revolution provided the reference and ideal imagery I wanted for this sci-fi future. The images are for the window/door entrance (top), operation machine (middle) and large pillars with all the different components and tools for the machine and provides vertical space(bottom). During gameplay you would be able to interact with it for take down melees and interrogations QTEs.
I combined elements of each image into one room.
Soon I realized this undertaking was going to be too much to do with the time I had to do it in making both indoor and outdoor assets. So now my focus will just be on making an indoor environment, probably an executive office or a lab of some sort, with a large window looking out over the city.
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