Well, things really have been something. I've gotten a lot done regarding learning to do more realistic art in Photoshop, and am still trying to get better. It still feels weird seeing how far I've come when it comes to that sort of stuff. I have also begun thinking about what I might end up doing with what I've learned if I do manage to snag a job as a concept artist for games, or even if I got anywhere in the game industry. It feels weird to think about it, but with graduation approaching soon, I think I'm gonna have to. Anywho, I really don't have much to talk about or say, since not much interesting has really happened, other than learning more about the game-making process, so I'll cut it off here. See ya'll next time.
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Sub Terra is a collaborative board game in which your primary goal is to escape with as many fellow survivors as possible. You explore the cave system over time, trying your best to evade horrors, avoid deadly areas such as gas chambers, flooded caverns and rough terrain, and whatever you do, don't let your flashlights die. The experience as a player can be very funny, frustrating, or even nerve-wracking, as you desperately attempt to make it through the game alive and with your fellow players. However, there are deeper ways to look into this game, so without further ado, let's see what the game looks like under a more detailed lens.
The 7 core mechanics of any game still hold very true in Sub Terra, and some have a far more prominent role than others. Space is pretty obvious, since the space of the game is really the board itself, and said space, even though it grows as the game progresses, does not extend outside of the board area. Time is also very prevalent, since the first time limit is up until enough turns have occurred that the hazard cards have all depleted, causing the Out of Time phase to begin. Once this phase starts, the game only ends once every player is either escaped or dead. Resources are one of the more minor features in the game, but they still exist in the form of ropes and a player's abilities, almost all of which are very limited in their use in exchange for providing help in furthering through the game. The rules of Sub Terra are pretty simple, with the baseline guidelines of not cheating and things like that, but also defining the consequences for doing things wrong in the game, and things like the restrictions of how many moves you can make in one turn and whatnot. Procedures mostly consist of attempting to explore the caves until you find the exit, and then to escape through that exit. The way this is done is by cooperating with other players in using your set of moves to explore the caves, evade threats of any kind and wander through the map until one of you finds the exit for the others to run to. Skills that contribute in this game are primarily mental and social, because you need to both be able to think your moves through and effectively use your abilities to their best extent, and communicate with your fellow players to try and form an effective game plan as a collective team. Finally, chance, which has one of the largest roles of any mechanic in Sub Terra. The variable of uncertainty in Sub Terra is very high, with the cave parts and hazards that occur being completely randomized via cards and tiles shuffled into a deck. This, combined with all of the other factors that come into play, keep this game tense and engaging for practically every player. DDA-II
Personal Reflection 3ds Max/Photoshop So, we just got done learning about something called UVW Mapping. In all honesty, it is actually super interesting, and fun to try and work with. However, there are also a few things that are an extreme pain with it. The largest place where this was exemplified was probably the UV-Textured Mech. It was not a fun process to UVW Map every individual element in the best possible way. While the seams weren't too much of a problem for most of the things, since they just look like different plates used to make the robot, they are especially a problem on the legs. With the legs having been turbosmoothed and being a very strange collective shape, the texture didn't turn out very well on them. That being said, things went fairly without a hitch for everything else, especially after I gave it a much better overall texture. That's all I really have to say for this Reflection. See you all next time! DDA-II
Personal Reflection 3ds Max / Photoshop So, for this reflection, I'm gonna talk about the product I made for "Halfway there." The way I made it, it was purposefully meant to be simplistic because of the fact that I wanted the environment to seem barren and dark, as if there was nothing to do and nowhere to go. This darkness also meant that, at the expense of the fun of making a body and stuff, you could only see the face of the monstrosity barely lit by the candle on the table. The monster has human eyes because it is meant to represent humans, and its lack of a mouth is meant to show a lack of input or control over the chaos that is occurring just outside of the concrete walls. I think that's a pretty good summary and explanation of the piece's symbolism, so I'll go ahead and end the reflection here. See you next time! DDA-!!
Personal Reflection Photoshop So, I figured that since it's pretty relevant, I've decided that I'm gonna reflect on how I learned to draw the realistic monsters I now make pretty often. It started with when I watched a timelapse of a person named Trevor Henderson making one of his monsters in a real-life photo. He did it in a process that involved making multiple layers with different colors and light levels, and using the base photo's setting to its prime ability. I decided to try my hand at it, and my first one was that Leech Man thing I made a little while back. Over the last few months, I decided to use the soft light layer with white in order to make the proper color schemes and make things a little easier to manage. Ghosts are extra easy to make, and Shadows aren't that much harder. Over all, I'm just going to say that I was heavily inspired by Trevor Henderson, and seeing how he does it helped me learn how I can try it for myself. That's all for this blog post, and until next time, see you later! |
AuthorHello! I'm Alex, or John. I already told you quite a bit about myself in the About Me Page, so I won't say too much here. I'll just say that I like to do things like roleplay, make concepts for characters and stuff like that, and overall like to do things that require visual things, like drawing. Archives
January 2023
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