Transpatial Room Level

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The "Transpatial Room" located within the RuMa Temple of Par'N
The “Transpatial Room” located within the RuMa Temple of Par’N

After creating conceptual characters, environments, mechanics, and so forth, I eventually delved into trying to amass those ideas into something more interactive.  Level design is relatively new to me (from the first-hand experience of actually putting assets together cohesively), and I hope to expand my knowledge on the subject.

For a later project in my Game Production class at BCTC, I was tasked with the creation of a personally conceived video game that would take place in an environment that we, ourselves, had to design and construct from digital scratch.  After jotting up a mini-GDD for a type of “shoot & dodge” mini-game and constructing several assets and textures, I had to utilize Unity to bring together what I had created, thus far.  After a couple of nights of constant construction and editing, I was able to conceive what you see in the pictures above.  Basically (as I have somewhat explained within the posts dealing with the assets used in this level), this “hologram” room will act as a type of training facility for the Buntaiens of of the Saro Perspective, where they can take on different enemy types in various challenges across different landscapes (however, what you see above would be considered the “null” or default landscape).

I am currently going through the paces of perfecting a model of a character that will be used for this game (by editing the mesh and textures, rigging, and animating it), contemplating on how the enemy types will look (basic mechanical, spheroid robots – think Star Wars: A New Hope), and brainstorming on how the coding will be to make everything actually work!  When I am able to create a playable version of this level, I will definitely be posting about it down the road, so look forward to it!

Griff and The Sasquatch 2nd Logo

A business card emblem for the "Griff and Sasquatch" YouTube channel
A business card emblem for the “Griff and Sasquatch” YouTube channel

While being a student for Graphic Design, I thought I’d try my hand at some freelancing work; creating assets for games, logos for people’s YouTube channels, creating web pages for local business, etc.  Here are some of those works that I have created for others, either for free for a small fee.

My buddies over at the “Griff and Sasquatch” YouTube channel decided they wanted to create more buzz for their show, so they wanted to create some business cards to be able to pass out at conventions, or wherever else they might be shoveling their unique brand of humor and helpfulness.  Considering I had helped them previously with a cartoony and simplistic logo for their actual YouTube channel (which can be viewed here), they decided to ask for my help yet again.  This time, they were looking for a logo that was succinct, familiar, yet still unique enough to not be confused with other logos, so we decided to go with a Superman-esque emblem with both of their initials in the middle.  After a day of throwing something together – creating the letters from scratch, adding the right filters, and giving it a 3D look – I finally came up with what you see above.

This is only the second time I have had to create a type of icon/emblem using Photoshop (the first being here), but I feel I am finally beginning to understand what it takes to make both a simple, yet powerful logo, and plan on creating even more intricate ones as my experience and education develops!

Transpatial Room Assets, Part 3


Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

Other than creating various props to be used in a level (ones to interact with, others to give a sense of scale, realism, etc.), I also wanted to experiment with trying to create modular assets that could be used to create the actual game space, itself.  First, I would need walls, a floor, and possibly even a ceiling, so I ended up creating two different repeating textures that were both similar (to signify consistency in the technology embedded in the room), yet different (where one would be sport more vertical textures for the walls, while the other had more horizontal textures for the floor and ceiling).  I was able to layer together both a customized rocky texture, mixed with a themed circuit pattern (that I have been using with other models, concept art, etc.), and eventually add a bump map to each to give more depth, shininess, and an overall better look.

Creating the shape of the room was a good start, but I would also need another asset that would help break up the possible monotony the wall/ceiling/floor repeating textures present; so considering the room itself takes place within a type of mountain, I thought I’d create a cluster of hexagonal rock columns (with the mountain, itself, being the result of an igneous intrusion – which creates geometric columns of rock, everywhere).  The column cluster model could be used as different scaled stalactites and stalagmites (to show the player that they are indeed inside of something that might have possibly been natural at one point), as permanent light fixtures, and – as I said before – help break up the “squareness” of the room, itself, leading credence that it is indeed a real place, instead of just a blocked out room floating in space; I, too, would end up putting a bump map on the column clusters, and I feel it definitely helped tie in all of the pieces perfectly (which I will be posting some pictures of the “finished” level, soon).

Transpatial Room Assets, Part 2

The main control panel for the Transpatial Room
The main control panel for the Transpatial Room
A vent that opens and closes, releasing Training Orbs
A vent that opens and closes, releasing Training Orbs

Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

Other than the door and door frame I created to create a sense of scale and realism, I also needed to create some minor machinery that would help lend more credence to how advanced the technology was within the room.  I wanted to keep things succinct, so I thought of creating both a control panel (that the player would eventually be able to interact with to control what challenges and locations the room could provide) and a type of “Training Orb vent” where the different enemy types would come out, to provide the various challenges.  I went with a stainless steel texture for both – with basic bolts – and as for the control panel itself, I wanted both an old and new school feel, incorporating both brightly colored buttons, and a holographic touch panel.

As with the door, I eventually add a bump map to both of these, as well; to really make the bolts and words stand out better, and show a better gleam on the steel material.

Transpatial Room Assets, Part 1

The entrance and exit to the Transpatial Room
The entrance and exit to the Transpatial Room

Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

During a project in the later part of my 3rd semester at BCTCS, I was tasked with creating at least 5 assets that would eventually be used to create a game we had previously created a mini-GDD (Game Design Document) for, earlier in the class.  For my assets, specifically, I was wanted to create a level that could either be a prototype or even an Alpha version of a tutorial level in first RPG of the “Legends of Saviors” series I have been working on.  Even more specifically, these assets would help me create a somewhat mystical, yet foreboding type of mood, present certain new technology to the player, and give them a sense of the style I’m trying to go for.

As for this first model, I needed to create an entrance/exit to the area I was to create, to give the player a sense of overall scale (that this play area is part of a larger world).  I wanted to give the impression that the doors and door frame were created at different points in history (this level is supposed to take place within the RuMa Temple on the planet Par’N), and perhaps the frame was a bit older than the doors, themselves.  The 6 sun symbols that wrap around the door frame represents the 5 different Sols of the Saro Perspective and the “6th Hidden Entity” that lies in the center of the universe; these symbols were created during a time where a unifying religion (known as “The Sun’s Ray”).  As for the doors, I wanted a simple, yet satisfying design on the front; so I went with some organized reliefs of inverted pyramids (to represent vectors – or rays – coming out from a single point), and within the center is a see-through carvings of the basic shapes of the 5 RuMa Temples that dwell within the 5 planets in the Saro Perspective that have an Alpha Species.

I feel this came out way better than I thought it would, and eventually I added a bump map to it to make it look realistic (however, I do like this almost “Kingdom Hearts” style, as well); which I will show in a later post.