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Character Designs

S ome early character concept designs I've been working on.  This is the first stage of the character design process for the project. Here I've thrown down drafts for shape, form and unique characteristics of three of the six crew members of the F/V Scully .                                                                                                                                         Jason Bartlett © This first set of concepts are of the Captain (Left), First Mate (Middle) and Greenhorn (Right). Each member of the crew will have a backstory, of which I hope to capture in their  appearances. I've tried to make key f...

Workflow Catch-up

Part of my aim in this project is to push through my f ears  when it comes to the many stages of 3D modelling. The problem I often face is when I don't know the best method to finalise something.  I have always struggled to piece together the 'correct' procedure towards making a model game-engine ready.  Beyond the creation of a model, in the software Maya, I have always felt unsure on the best approach to UV unwrapping and the last steps of completing a texture for a model. In addition, the use of different software in my workflow (of which  some I  am  more experienced at using then others), would lead to  my biggest weakness... procrastination.  I  frequently find myself working way to long on a particular model or design and realise I'm prolonging finishing the model as I don't know how to fully complete it. Again, and  again .  Unfortunately, this is fuelled with the fact I regularly choose n...

Boat Building

Right from the start of my vision, I knew I had to create a 3D model of a boat. Whether that was towards paint-over concepts, illustrations, renders, or for a first-person on-board  experience , I knew a fishing boat would be at the heart of the video game. Below is a side view of the  Scully 's hull in its early stages;  within the 3D modelling software Maya.  Behind the highlighted model, is the image of my m odel sheet ( see here ) which I used like a blue print to work and build up from. One of the greatest challenges while modelling the vessel for me, was not having any clear reference other than my model sheet and a few photographs to work from. This was okay to an extent but several features below  the water line, for this type of fishing boat, are not well documented. This was a real test and I spent a great deal of time trying to interpret 2D images into a 3D space to the best of my ability. Another thing I struggled wit...

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...

Fore Designs

T his is the orthographic design I made for the fore (bow) of the fishing vessel  Scully.  I had difficulty presenting it with a cut-out effect from this perspective, as the  boat bow  shape became un recognisable.  I fixed this by not splitting the outer hull in half completely; retaining the bow curve in this view. Jason Bartlett © Like in my previous aft design (see last post) I've presented each deck by reducing the transparency of the others. Jason Bartlett © Here we have the forecastle level which is raised high to accommodate more room, and at the same time, protect the boat from oncoming waves. Jason Bartlett © Next is the forepeak deck. I really enjoyed working on smaller details such as the open door and ladder down to the bottom deck hold. Jason Bartlett © Again, like last time, I focused on working out possible player navigation and effective routes for gameplay which I have highlighted in red. ...

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. Jason Bartlett © 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 f...

Model Sheet

C reating the model sheet (blueprint plans) below, for the fishing vessel F/V Scully,  was the most difficult challenge I have had to face so far in terms of design. I had close to no reference to go by (!) other than a few photographs  of crab boats in a dry dock (out of water). The lack of  2D  examples to use, was a true test of my knowledge in technical   drawing but I loved every minute of problem solving the structure from all four views to the finished line plans; which will prove very helpful later on modelling.  Jason Bartlett © So why not choose a yacht, ferry or container ship, for this game project you might say? The fishing industry, especially crab fishing, is one of the deadliest jobs in the world. The boats they use today are engineering beasts. However, commercial fishing is a highly laborious business and any fisherman's safety is impacted from heavy machinery to (mainly) the weather.   ...

F/V Scully

I t's bad luck to have a boat without a name. So... Here's a glimpse of the crab fishing vessel, the (F/V) Scully. I found it important to reveal the name of the  vessel first, as the core video game idea I have is featured all around and on-board this fictional boat. Jason Bartlett © The I rish surname  Scully , literally meaning 'student' or 'scholar', sat with me a long time when I first heard it in 2016; funnily enough, while I was a student. It wasn't until I needed a name for the boat in the project that I put the two together. The name also resonates with me to that of the sound of a crab; scuttling or scurrying along. More on the way soon! Thanks for reading :)

The Game

T he idea I have for this  fictional game  art project was inspired by the television show Deadliest Catch. The show documents the intense journey of several fishing boats off of the coast of Alaska during the crab fishing season. I thought, wouldn't it be interesting if one of these boats was caught up in some mystery or horror during a colossal storm. A first-person game where the player has to face all these challenges in a battle of survival against horrendous weather conditions. The story of a ship in a storm is nothing new in storytelling. Many films have captured the chaotic force of nature at sea. Perfect Storm (2000), The Finest Hours (2016) and Adrift (2018) to name a few. Yet, few video games have been focused solely on-board a boat; let alone centred around a crab fishing vessel. While doing research, I found very little on crab fishing in video games. The only ones I am familiar with are Deadliest Catch: Ala...

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...