During my second foray into the college life, I decided to go for an Associate’s in Video Game Design (specifically for the artsy side of the process, rather than the technical parts, for now). During these two years at BCTCS, I have learned how to create GDDs appropriately, construct 3D models using Maya, create textures for those models (using Photoshop and Maya), import assets and create small games with said assets within Unity, and learned overall about the new and old techniques it takes to make an efficient and unique video game.
While designing and creating the foliage, I also contemplated recreating the not-so-organic assets (a light post, a sign post, etc.) that Austin – the man who is helping to create Simple RPG lecture videos for those of us who want to follow and learn – had already created and allowed us to us as “placeholders.” So in keeping to the themes of the planet Par’N (which can be viewed in a variety of older posts on this site), I wanted to turn those derivative set pieces into ones that would make more sense in my particular setting I was in the midst of creating. So, as you can see from the pictures above, I went about changing out the sign post into a type of lite-up, mechanical “billboard,” changing out the light post into a battery-charge, illumination device (reminiscent of highway street lights), and then eventually changing out all of the generic, wooden crates into reinforced, mechanical boxes.
I chose to stay with a simple color palette that would be seen on all of the technological bits; using a type of light-bluish gray to help differentiate these pieces with the more organic ones – like the overly green trees, ferns, etc. I also wanted to keep a theme of the type of technology being seen, where each assets sports jagged edges, “monitor grids” (except for the box), warning strips (not seen on the Monitor Sign), an, yet again, keeping the number of colors to a minimum of 2 or 3 base colors (in this instance, light-bluish gray, bright cyan, and basic yellow). I feel I did pretty well at keeping a cohesive theme with these particular assets, and hope they will blend well with the rest of the scene’s as they near completion.