Sunday 8 March 2015

Below Deck

In this Project I am going to create or in away recreate a scene from a single concept piece and constuct a real time environment based off of it. The concept image i am basing my Environment off was created by Nicolas Storozhenko.


From First glance I thought the concept was of a Ships storage room, but from closer inspection i realised it was of some kind of shed probably in a snowy cold environment due to the presence of Logs and a Sled. I have decided to instead of following the concept 100% i'm going to go with my inissal thought of a Ships below deck storage area while still maintaining the old and worn feel of the scene. My reason to change the idea from the concept is because i feel there will be more room for expansion to creating a larger and more interesting environment with out much need to create more concept peices for the out doors.


Alot of the items in the contained in the image will fit perfectly for a Pirate Ship storage area so i have highlighted the items and created an Asset List from them plus others i thought should be in the level too.

Scene Assets/Props
High Priority
- Chest Variations x 3(Net Drapping with Rope, Open Full)
- Nets Variations x 3(Drapping, Bundled Up)
- Anckor
- Hand In Jar (Twiching)
- Rope Variations x 4 (Coiled Up, )

Mid Priority
- Cannons
- Lantures
- Barrels Variations
- Crates Variations
- Cages
- Table
- Chairs
- Stools
- Shelving (Wall Mounted)
- Cloth/Sails (Bundled Up, Drapped)

Low Priority
- Logs/Wood x3 (Bundled Together)
- Buckets  
- Bags Variations x 3
- Pillows
- Cannons
- Coins

Structural
- Walls (With Port Window, No Window)
- Flooring Tiles (Wooden Planks, Grate)
- Roofing (Grating, Planks and Support Beams)
- Support Beams (Chains, Ropes,)



Finally from the concept i gauged a rough estimate on the scale of the room. Each square segment represent a 2 meters. I have broken it up into segments as im going to create modular pieces from the rooms allowing for possible expansion of the environment or level with the addition of more rooms.
This can also lead to randomly generated rooms if ever implemented into a larger game environment.

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