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Aft Designs

B
elow are some early designs for the deck layouts on-board the (F/V) Scully. I used the model sheet I made (see previous post) and worked from it like a blueprint plan to begin building a simple 3D model in the Autodesk software Maya.


Jason Bartlett ©

I created the orthographic angle (3D perspective in a 2D view) by editing the camera setting within Maya. I chose this aft (rear) area to begin with, as this is where core gameplay would take place, it was key to develop it for the most optimum layout first.

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I then took a basic render from Maya into Photoshop and painted over the elements; using layers within groups for each deck. To better distinguish them, I have highlighted every one by fading the opacity.


Jason Bartlett ©

I removed one side of the boats' hull for a cut-out effect. I achieved this in Maya by splitting the model in half and using horizontal planes to roughly shape the floor and vertical for the bulkhead sections.


Jason Bartlett ©

I really enjoyed making this line art from a unique angle. The cutaway helps reveal the levels of each deck and I feel the orthographic scaling makes for a change of presentation than that of a 2D view.


Jason Bartlett ©

Above is a mock-up of where the player could possibly travel about on-board the boat. I feel the players choice of paths, be it quick navigation or to simply explore, is an essential part of level design.

Later I may come back to this part of the design stage and update it with more elements and assets to fill the rooms etc on each deck.


Thanks for reading :)

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