Skip to main content

Assets In Progress

O

ver the course of 2024, the F/V Scully's interior has steadily gained depth and detail through not only the fishing boats structure, but also its individual assets. Below you can see a selection of various pieces of equipment I've been focusing on that would have been crucial to the vessel's operation in the 70's.

For example, the handheld walkie-talkie. I paid particular attention to finding a model that not only looks like it means business but also reflects the period it was originally made in. Similarly, another model, the tape drive, is so distinct with its mechanical buttons, knobs and details, its sole presence serves as an essential visual cue to the era the game is set in. As mentioned in my last post, I feel this attention to small details is essential to create a rich and believable environment, ensuring each element, no matter how seemingly minor, contributes to the overall immersive experience.

As the asset collection grows, I've increasingly focused more and more on balancing detail with optimization. This requires thoughtful management every time of the poly count, the use of efficient UV mapping, and constantly questioning the necessity of each new piece with "Does this serve a purpose? Is it essential I model this?". Maintaining this balance is key to ensure that each model enhances the immersive and captivating atmosphere of D_ROGUE, without forgoing performance of the overall experience.


Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©


In the next post, I'll share screenshots of my progress modelling the cabin rooms!


Thanks for reading :)

Comments

Popular posts from this blog

Crab Pot

For the next step of the modelling process of the crab pot, I was challenged with another huge hurdle ( to say the least). This stage was where all the painstaking problems crawled in again.  The rope. I thought making some bendy cords would be simple enough, but believe me, it was anything but. There aren't many tutorials, covering the whole modelling process to the end 'game ready' product, for rope. So, like previous obstacles I faced in the modelling stage, I used multiple methods and trial and error to find the best path.  Actually, creating a tube following a manually placed path, was the easiest part for me. I had picked this step up while at University. However, I had to manually place and move each Bezier path to form the guide lines, for yards of rope, in a natural and realistic way. Hundreds of them. I spent more hours than I would have liked, setting up the paths to guide the rope along. I kept asking myself that there must be an easier way to tie...

Render Tests

An important element in the conceptual stage is to not look at a problem from one perspective. It's always best to get multiple views to achieve a greater outcome. To reach an end goal is one thing. The journey to that end goal is something else entirely. One of my favourite quotes by Carl Friedrich Gauss states "It is not knowledge, but the act of learning, not possession but the act of getting there, which grants the greatest enjoyment". I totally agree with this and it applies to game development. Creating something big or small brings its challenges and the act to reach the finish line is where the magic happens. I hope to experiment in several styles, as would any other artist working early on in game development; focusing on diversity and demonstrating imagination. Jason Bartlett © I created the above image, of a  bow mast, using the toon shader in the render settings of Arnold for Maya. I really enjoyed creating the style, was simple to se...

New Project

Hello! Sometime while at University, studying Computer Games Arts, I had a vision for a video game. This idea, from 2015, would turn out to become a passion project where I mused, jotted and doodled on the sidelines of studying.  It wasn't for a further three years until I decided to actually put pen to paper (or pen to tablet in my case) and bring my idea to life.  As the quote goes, "A dream is just a dream until you decide to make it real" or "All our dreams can come true, if we have the courage to pursue them". So in Autumn 2018, I did just that. Pursued my dreams. Now I wouldn't attempt to make a whole game all by myself. That would be silly and take literally years!  I lulled over the notion of asking fellow  graduates and  freelance artists  to aid in bringing my vision to life. This would be great but several factors including money and time played on my mind...alot. Then a marvell...