Yenen’s Tale Assets, Part 3

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.

After recreating some of the organic and synthetic assets for the simple RPG scene in mind, I also wanted to recreate some of the other aspects (in which I actually plan on recreating EVERY asset in the default scene, eventually).  At one point last year, I decided to create and model the fabled Kumojahitii blade that Yenen (one of the main characters from the “LoS:TBS” series; which more information can be seen throughout this website on that topic).  In doing so, I created the 3 different forms of the weapon, but then decided recently that I might as well utilize one of those forms for this project (I decided on the first and simplest form, considering all of these assets are supposed to be “low-poly”).  I feel adding a splash of color to it really brought it to life, and hope it will mesh well with the project in mind.  Some might say it looks eerily similar to Link’s Master Sword from “TLoZ” series, but imitation is usually the best form of flattery; and this was definitely not my initial intentions, of course.

The shield – or to be more precise, a buckler – was also created with the planet’s technology in mind, bearing a resemblance to form and color with the other Par’Nian devices.  As for the function of this particular buckler, I figured instead of simply blocking or parrying attacks, you would be able to magnetize weapons upon its face, so that the one holding the buckler could control or even disarm the weapon they are facing against.  I would think that this wouldn’t just simply attract types of metals, but basically anything that touches the reinforced spikes on its front side (acting almost more like an “inverted force field,” trapping anything within that specific area).  Even though the shape, itself, looks more like a tower shield, this buckler does indeed attach to either forearm of the user.

As for the cluster of squares you see above, I wanted to replace the standard crystal clusters in the default scene with a type of crystal of my own.  Since the “LoS” series revolves around the entity known as Kay and the physical bits of its existence that shows up in the material reality in the games (known as Kay crystals, Kay shards, Kay clusters, etc.), I wanted to make sure each planet that had actually been infused with Kay material would sport a specific look for each, depending on that planet’s native sun.  The example above would be the type of Kay crystal clusters found on the planet Par’N, and the reasoning for its specific look is because Par’N’s native sun is known as the “Earth Sun.”  This type of sun engenders the essence of the cube within all of the plants, animals, sentient creatures, and even certain planetary systems of Par’N.  Considering Wajoby took in the Buntaien soul from the Earth Sun, he is represented by the sacral chakra, which is also represented by the color orange (hence the orange color of the cluster itself – a type of “pure” essence of the sun, itself).  Also, from a technical standpoint, I wanted to mess around with transparency as well, and hope that this asset will render marvelously within the scene, itself.

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