Showing posts with label low poly art. Show all posts
Showing posts with label low poly art. Show all posts

Tuesday, 30 October 2018

SURPRISE Character Reveal

Remember us harping on about some big news?

Well... today is the day!
"Surprise characters to be unveiled"
"Surprise characters to be unveiled"
Did you happen to spot this image on the Kickstarter page, scratch your head, and wonder who it might be?


Drumroll please... 


Former LulzSec, Anonymous, and other well-known hackers will feature as characters that players can meet in OFF GRID!  

Hackers to be featured include:

Ex-LulzSec and Anonymous members and now security researchers
  • Mustafa Al-Bassam
  • Jake Davis
  • Darren Martyn
Alleged Anonymous hacktivist and digital rights campaigner
  • Lauri Love
Noteable whitehat security researcher
  • “March” O’Neill
. . . with more to come!
Hacker characters to feature in OFF GRID:  Mustafa, Jake, Darren, March, Lauri
Hacker characters to feature in OFF GRID: Mustafa, Jake, Darren, March, Lauri

This will be a very cool feature of the game as it builds on the notion of exploring hacker culture in the game world with an authenticity that is hard to come by in mainstream media.

It will give the hackers themselves the chance to tell some of their stories about the future of the internet, and if this proves popular, will provide something to really expand upon.
Some of the early concept art
Some of the early concept art
We have found it hard to keep from blurting this one out, and it has been excruciating working on the art without saying anything.  Turns out well known hackers know how to keep a secret too! 


Hacktion figures

We have exported the models in a 3D printable .stl format so that you can print your own characters from the game.
Ever wanted your own Lauri Love action figure?
Ever wanted your own Lauri Love action figure?
They are released under Creative Commons CC BY-NC-SA 4.0 so feel free to share and remix, have a play!

Get the files from here!

They will all be up on our Github page shortly too.
Mustafa in progress
Mustafa in progress
If you do do some printing, be sure to take a picture and post it at us on:
HACK THE PLANET!

Thank you!

The Off Grid Team


If you haven’t already - be sure to wishlist Off Grid on Steam - each wishlist makes a big difference to us, and we really appreciate your support!

Monday, 29 October 2018

The Art of Prop Making & Set Dressing


Good morning, backers!

OFF GRID is 78% funded right now!  THANK YOU!

We've got an update directly from Sophie, who works as an artist on OFF GRID.  She is fairly new to the team, but she's been doing a stellar job!  We hope you enjoy:

- -

Hi!  Soph here! 

I’m here to keep the art side of things rolling on smoothly.  Which mostly means asset creation, like props, but also set dressing.

Modular Props

Let's talk modular:  doing things this way allows you to have just a few meshes that you can make a lot of things out of.  For the Apostle level, I made a couple pieces of modular furniture to speed up asset creation.

Think of it like an Ikea range where you could buy a desk, drawers, cupboards, etc. that all fit together physically and look like part of a family.  Some of the pieces in that range will share exact parts, and some will have unique ones. This is the basics of modular building.

Modular desk components.
Modular desk components.
With these six pieces I can make six variations of desks.  Going beyond these, you could make a broken desk with only three legs that is being propped up with other assets, or you could scale the length of the straight desk-top as much as fits the space you want (since the textures are vertex-painted faces there’s no distortion).

Modular sofa components that can be put together in endless ways
Modular sofa components that can be put together in endless ways

Different from these desks, this four-piece sofa set is mostly one-off models (they all share the same feet).  Yet when placed in the scene, there is no real end to the possibilities you can make with it.  Make a snaking three mile long sofa if you so wish!

The modular sofas creating a comfy space in the Apostle level
The modular sofas creating a comfy space in the Apostle level

Set Dressing

Set dressing is pretty straight forward as a concept. You’re placing things around the world to make it feel like a more real lived-in environment.  It’s a little more than just throwing assets around the place (although that’s a lot of it), you need to think about each environment differently.

In the run up to the Kickstarter, I spent a lot of time in the Apostle offices discussing with the team what the general feel of the place is, and then looking room to room talking about what happens in these rooms in a gameplay sense.

The Apostle is being closed. There are boxes everywhere as stuff is being packed away to go elsewhere. These boxes are great for the stealth aspect of the game, but also tell the story of what is actually going on. Most of the larger offices are quite sparse, having already been packed up, but a few offices are still very much in use.

Set dressing has to work alongside the game in making the environments look more interesting but not distract from what the player needs to do. This means I can’t place new hackable devices around the place and not block the player’s path. But what I can do is direct the player to places of interest.


Set dressing is cleverly used to direct attention to this office in the Apostle level.
Set dressing is cleverly used to direct attention to this office in the Apostle level.
For instance, most of the offices don’t have much in them that the player needs to notice, these are kept very sparse and all packed up. But there is a particular journalist's office that is a key place in the Apostle level, and it’s one of the few offices that’s still in use.  There’s things scattered around the desk, a coat that’s been left on a hanger, a board with all the bits of information that the journalist has been working with.

Fun with set dressing - a DIY standing desk.
Fun with set dressing - a DIY standing desk.
There were a few other places less important to the player that I was able to just have fun with. Such as this office where it’s being packed away. A friend of mine wanted a standing desk but her work wouldn’t give her one so she stacked things up to make her own one. I made a little desk in honour of her here. I bet it really annoys the person on the opposite desk!

A secret corner for slacking off!
A secret corner for slacking off!
Here the occupants of this office have used the fact the office is moving as an excuse to move furniture around and create them a secret coffee corner for slacking off.

Hope you've enjoyed!

Help OFF GRID succeed!

We have just 10 days to go with the campaign and need to raise another £4,318 in order to meet our goal.  Please help us!   Share the campaign with others:  if each of you shared just once, the campaign would be shared to thousands of others.  We need this exposure!

THANK YOU!

The Off Grid Team

p.s.  Did you read the last update?!  BIG NEWS coming Tuesday! 

If you haven’t already - be sure to wishlist Off Grid on Steam - each wishlist makes a big difference to us, and we really appreciate your support!

Wednesday, 24 October 2018

Hero character concept art: The evolution of Joe


OFF GRID is 73% funded!  THANK YOU!

If you’ve read anything about OFF GRID or played the demo, you will have picked up that our hero, Joe, is a technophobe dad who relies heavily on his hackivist daughter, Jen, for everything:  to get his phone to work, keep the smart fridge firmware up to date, and make sure the IoT toaster doesn’t get any funny ideas.

Our last update showed some of the early art tests we did, and explained that we landed on following a low poly art style pretty quickly.  Environments in this style are somewhat straightforward - you can make some really interesting scenes quite quickly. Even ‘programmer art’ doesn't look bad in a low poly environment, which is one of the reasons we went for it!  But when it comes to characters, it takes something a bit more special.

We started by mocking up a very basic low poly character so that we could get straight into prototyping movement and mechanics. We didn't really have a story or background for him at that point, we just knew that we wanted the character to be a bit of a luddite and incredibly dull  - the very opposite of the superhuman, infallible secret agents of most games.

Our initial model was made as a placeholder and he was seriously vanilla:

The very first Joe - a placeholder!
The very first Joe - a placeholder!
We quickly pushed it on by defining the ‘shapes’ of character that could be used to portray different attitudes.  As you can see in the bottom half of the sketch below, we felt that rectangular characters, and especially ones with a lean to them, a bit like a parallelogram, provided a nice dynamic. Over time, this lean also seem to fit the notion that our lead character is ‘forced into situations’ unwillingly.

Shape studies during Off Grid character development.
Shape studies during Off Grid character development.
There is some interesting theory around shapes and personality floating about on the internet, but essentially, the shape of a character will often convey their attitude.

Pixar are a great exponent of this, and a good example is Carl from UP.  He’s a grounded and steadfast character who is immovable and difficult - until he is changed by another character with the ability to always bounce back and right themselves, even if a little naive:

Character shapes from Pixar's UP.
Character shapes from Pixar's UP.

 ...and so we starting experimenting along these lines.  Sazacat, our character artist, started speed painting some thoughts on how we might make some extremely normal-looking folks in game.

Early OFF GRID character concepts.
Early OFF GRID character concepts.
Reaching the concept below really defined how we wanted the characters faces to convey emotion in OFF GRID.

A defining concept for OFF GRID hero character, Joe.
A defining concept for OFF GRID hero character, Joe.
We then progressed to the more twisted / awkward style that all OFF GRID character bodies (especially the knees and hands) carry:

The Joe concept art that truly began to define OFF GRID's character style.
The Joe concept art that truly began to define OFF GRID's character style.
That style was largely brought about with the drawing above, which very quickly translated into a model for our player character, Joe:

The 3D model for Joe that brought together all the early concepting work.
The 3D model for Joe that brought together all the early concepting work.
You can see the kink in the knees, and the slightly crooked fingers, as well as the uncomfortable stance (even in A-pose!).

We also defined our style with the use of specific hard and soft edges all over the character, but most prominently around the jaw and forehead.

The final iteration of the OFF GRID hero, Joe!
The final iteration of the OFF GRID hero, Joe!
These couple of major points have set the style for the rest of the characters in the game.

We hope this provides a little insight into the process.   Don't forget, if you like this sort of thing, you can get your very own copy of the 'Making Of Off Grid' book by backing at the NAMESPACE level or above! 

We look forward to showing you more soon!

THANK YOU!

The Off Grid Team 

P.S.  Please continue to share the campaign as far and wide as you can.  Every single $ or £ backing is so important to us!

If you haven’t already - be sure to wishlist Off Grid on Steam - each wishlist makes a big difference to us, and we really appreciate your support!