Thursday 14 May 2009

matte painting - silohette skyline

matte painting - city centre close up scene two

matte painting - Junction

matte painting - city centre scene one

RM MAP Prison Legend / key List 3

Oakhurst Prison
39. Cell Blocks/Level Two
40. Doctors
41. Solitary Blocks
42. Hospital
43. Mortuary
44. A&E Intensive Care
45. Body / Building

RM OAKHURST PRISON - MAP Prison - level three

RM MAP Prison Legend / key List 2

Oakhurst Prison
29. Cell Blocks/Level Two
30. Doctors Surgery
31. Offices
32. Solitary Blocks
33. Common Room
34. Warden / Offices
35. Auditorium
36. Offices
37. Showers
38. Body

Tuesday 12 May 2009

RM MAP Prison Legend / key List

Oakhurst Prison
1. West Wing Entrance
2. Cell Blocks/Level One
3. Tennis Courts
4. Solitary Blocks
5. East Wing / Foyer
6. Oakhurst School / College
7. Courtyard
8. Centre Courtyard
9. Sand Pit
10. Cafeteria / Dinning Room
11. North Wing / Main Entrance
12. Sauna
13. Workshops
14. North Gardens
15. Football Pitch
16. Oakhurst Athletics track
17. Front Car Park / Visitors
18. Laundry Rooms
19. Main Swimming Pool
20. Changing Rooms / Showers
21. Class Rooms / Studios
22. Tennis / Outdoor Sports Building
23. Oakhurst Library
24. East Wing Entrance
25. Diving Boards / Deep Pool
26. Toilets
27. West Wing Reception
28. Tennis Stands

RM OAKHURST PRISON - MAP Prison - level one

RM MAP Prison - level one

matte painting - Motorways

Saturday 9 May 2009

RM - Title Development 2

RM - Title Development

The overall style of the logo/title needed to reflect the visual style of the game itself.
After researching Type and looking at what kind of type represented a British theme I came up with several ideas that I feel represent the rawness of britain itself. I research Old English type and corroded looking type as I thought they best reflected the style of the game, Red Mist. All type used here and in the end product are for public use and were sourced from a site called http://www.dafont.com/

RM LOGO DEVELOPMENT

RM MAP stages new development

The RM Map is currently still under construction. A key will also be included at the top/bottom right.

RM MAP stages

RM MAP [Futher development]

RM MAP

RM MAP [Icons]
As with most walkthrough sandbox games a map is developed. The RM Map includes a detailed key representing locations and services and areas within the game. Developed in illustrator CS3, I have compiled a key for the overall map, The Icons below are the finished version of how they will appear on the map. I developed icons representing emergency services such as hospitals and fire stations. I have also developed icons representing leisure for example Nightclubs and pubs and Culture: Museums.

Tuesday 5 May 2009

Environments

Evening Sky - A city visual developed for the game. 



Tuesday 14 April 2009

RM Development/ PHOTOSHOP WORK


Character Development

Further development to the character, More attention to detail eyes, clothing and facial expressions. Developed in Photoshop CS3.



Character Development

RM Character - initial development
The main character to the game RM. The character is aged between 19/20 and lives in on the West coast of Britain. 
Possible names: 
Chris Spencer
Alan Phillips 
Dave Stone



Research [related artists/design]

Martin Parr
Martin Parr a British photographer is know for his photographic projects based on British life such as consumerism and tourism. The work reflects societal issues and has heavy overtones related to British culture. Martin Parr Is a British Photographer and well know for his photographs based on modern day society in Britain. The work focusses on areas such as family, locations, residential areas and consumerism. Parr's work reflects a true sense of Britain and its surroundings. My intension when creating location setting is to create a similar sense of realness that Parr portrays with his photographs.  









Research [related artists/design]

Richard Billingham 
The photographer,  Richard Billingham has focused on creating conceptual images of modern day Britain. The work has strong reference to Britain. Billingham portrays landscapes, estates housing of todays Britain. 


Street Scene - Richard Billingham 


Street Scene - Richard Billingham 




Car scene - Richard Billingham 


Monday 6 April 2009

UK/Prison based games

The Getaway is an action-adventure video game developed by Team SOHO, and published by Sony Computer Entertainment Europe for the PlayStation 2. The first game of the Getaway series, it was released in the United Kingdom on December 112002 and considered to be inspired by British gangland-style movies such as Get Carter and Snatch.[3] It was initially meant to be released to coincide with the launch of its platform in 2000, the Playstation 2, but instead was delayed by 18 months,[4]due to the nature of re-creating extensive areas of London in high-resolution.

The Getaway - Black Monday




The Getaway, One





Project Gotham Racing (PGR) is a racing game, the first in its series, developed by Bizarre Creations and published by Microsoft Game Studios for the Xbox gaming console. The first title in the franchise, Project Gotham Racing, is an Xbox launch title that quickly became the second best-selling game for the console after Halo.PGR is a spiritual successor to the Sega Dreamcast game Metropolis Street Racer.






Grand Theft Auto: London, 1969 is a mission pack for Grand Theft Auto, and the second game in the series. London, 1969 was released on 31 March 1999 for DOS,Microsoft Windows. In April 1999, a version for Sony's PlayStation was released. The game uses the same game engine as Grand Theft Auto, thus giving the game graphics and gameplay similar to Grand Theft Auto. Like Grand Theft Auto, the mission pack is divided into sub-sections with short cut scenes between. London, 1969 was the first expansion pack released for PlayStation.[1]
1. http://en.wikipedia.org/wiki/GTA_London


Research/References

Friday 27 March 2009

Tuesday 24 March 2009

Proof of Concept Overview


Red Mist

A Socially Responsible Prison based Immersive 

First Person Computer Game

Description

Red Mist is a controversial, headline-grabbing and emotionally gripping prison based computer game, designed to drive ‘at risk’ young people’s understanding of the devastating and very real consequences that violent actions may have in real life.

This first-person, character-driven, GTA-style game will use real stories based on the lives of youth offenders and prisoners including that of Charles Bronson; Britain’s most notorious prisoner. At various points during the game you will need to suppress negative emotions and stay calm under pressure in order to succeed, despite violence or abuse being directed towards you. 

Needs and Benefits

There has been a 27% rise in youth offenders in the justice system since 2002. The government will invest over £500 Million in the Youth Justice Board, alongside new EU funds to try and bring these figures down. On average it costs £40,000 to accommodate and support a youth offender in the UK. Just re-habilitating 25 of these young people would save the taxpayer £1 million.

Despite there being very little direct evidence linking violent games and violent acts, such as gun/knife crime, the public perception is that a link exists. We plan to take advantage of this by creating a subversive game to convey a powerful message about how to control negative emotions and avoid getting caught up in gang cultures, violent crime and ultimately going to prison. 

Prison is often glamorised in the media - by working directly with Charles Bronson who has spent 34 years incarcerated, we hope to address this public misconception. Even though Bronson has never killed anyone, he freely admits that his life inside has been one of extreme violence. He is now very much anti-violence and wants to stop potential youth offenders going down the same road he has in life.

Our team will also explore a secondary option for commercialisation to repackage the game for entertainment purposes as downloadable content for home consoles. Considering the high interest in prison shows on TV (Prison Break, Disarming Britain, Banged Up), there are currently very few prison-themed games on the market. 

Competition Brief

Digital 2.0 have just secured funding to create a proof of concept of a game for young people to highlight the detrimental effects of negative actions and emotions. At this stage, Digital 2.0 will be engaging with youth organisations, young people, prisons, anger management organisations and similar stakeholders, who can help shape the game idea into a useful and effective game to be used throughout the UK, and potentially globally. The game is not restricted as an educational ‘tool’ and will aim to be a game young people play for entertainment.

At this stage of the project, Digital 2.0 must create the paper designs and storyboarding to describe and detail the game. In order to express visually what the game is, graphics are required for the storyboarding, including surround graphics and animation which can present the game in a visual way and help shape the website where Red Mist information will be contained. 

The target audience is young people age 13-19 and not necessarily youth offenders. Students will be given the opportunity to participate in workshops held with youth organisations and young people to help gain more insight into how to create the winning graphics package. 

The competition will require teams to create the look and feel and branding of the game. For example: 

Logo

Typeface

Colour Palette

Tag line


In Game and Online

Home Page (mock-up)

In-game Menu Screen (mock-up)

Character Concept art (if applicable)

Screen mock ups (lined to text designs/storyboarding)


Marketing Tools

Promotional animated trailer video (Flash)

Graphical presentation – a walkthrough of the game storyboard using graphics (storyline will be worked through with Digital 2.0)

Creative ideas for the website (the website will be created by an external developer but winning art work will be the basis of the website)

What to Aviod

Students need to pay special attention to the style of the game – this is a UK prison based game NOT American! Type-face needs to be consistent for use in-game and on branded media such as WIP videos. Therefore it needs to be stylised but readable.  Avoid graffiti and urban styles – this pre-determines an urban market, which is not the look and feel we want. Similarly, it is a socially responsible game.  Although some content will be violent, it is important that the look and feel is not crass, logos and branding should avoid images of knives and guns!

Output

Final work should be presented in formats that are editable versions.  We cannot accept logos etc that are not in their original AI or PSD format.  Winning work will be used as part of the final proof of concept playable demo (due for release in the summer 2009) and will contribute towards Digital 2.0 taking the concept to publishers and funders to make the full version. Work will also be used on marketing material, the website, and will be used to demo the game globally! If Funding is secured, the winning team may have the opportunity to work on the main game design from 2009 – 2010, and beyond if further versions are released.