Sunday, December 11, 2022

Blockout

This is the blockout in my scene, I put it into unreal 4, but I will convert it to UE5 when I am close to finishing the project.

It is because ue4 is what we use at university, so it would be easier for me to navigate and set things up before the final ue5 pass

Furthermore, I intend on duplicating the level downward to act like a missile silo and to go with the theme 'don't look down' although this wouldn't fit with a sense of fear or awe like say of the scale of the grand canyon, I believe it is still fitting in with the given theme.




Prop generation

For my props, I wanted to make sure I was getting in some that would make sense from the time period, a key example was the walkie talkie in my reference. I made sure to gather authentic reference from the time period.

It is my intention to ensure none of my texture sheets surpass 2048 in order to keep costs low for optimisation.

Prop selection within 3DS Max, consisting of a console, table and smaller props such as a torch, ammo box, bullet, mug etc.

These props are here specifically to ensure the level feels like a living breathing world.



Concepting

This is an example of a concept I generated for the wall console.

I didn't work off concepts, because I believe my reference was strong enough for me to generate the models - add in personal knowledge about large, medium and small shapes it was straight forward to take inspiration from the reference I had.

Having done a concept mentorship before, I knew how to use shape language and combine it with pre-existing designs to create something unique but not out of place for the time period.




Prop list/to-do list

I wrote down a list of various things I would include/ needed to do for this project, as an extra bit of pre-production.

It helps me establish what I need for my scene, because there is always something extra you can add, even when not specifically realising it. 

So adding extra props and decals in to flesh out the scene was a must if I wanted this project to look visually appealing.




Design Ideas

Initially, my design ideas flipped from one to another.

Initially, I decided upon 'the interchange' as my main project idea, but thought this would be too large of an area to cover, then moving on to the idea of a bus station, but that was too generic for my liking.

So overall, I went for the 'don't look down theme' Where I would make a Soviet esc missile silo, separated by meshed floors (with opacity) to see through them.

Dividing up my sections into:

Architectural statement: Being the whole silo itself

Large prop: The missile would make for an open and shut case being quite a large focal point.

Supporting prop: Would be a console which would launch the rocket

Decorative pieces would be lights and pillars, along with some wall panels to reemphasise the space.

There is a lot of room for narrative development, it is my intention to add a 'murder scene'/ horror vibes in order to give the impression that the man that were to launch this rocket is at a lost cause near the fall of the Soviet Union. Further backed up by some bullets and other narrative props.

















Gathered reference