The Last Star Fighter

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Brief

The Last Star Fighter

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The Game Industry is a multi-billion pound industry and still growing. These days games are so complex they require large teams of programmers, designers, artists, testers, advertisers, and producers to organize and develop them. Games are now as complex as, if not more than, the latest blockbuster film. As a result formal training and education is almost essential.

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To develop and evaluate a prototype computer game. Assessment criteria will concern: ability to relate theories and principles of computer game design to the specified problem, systematic approach to developing the system, application of content and multimedia design principles to system, levels of functionality and usability achieved.


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Introduction


The goal for this project was to work in conjunction with fellow designers Peter Stewart

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and James Rogers to create an innovative and engaging 3d game that had a high standard of detail and functionality.

3D modelling is a medium that the design team eagerly embraced. With a good collective knowledge of 3d modelling, production of a high quality 3d game was predicted. After detailed analysis of previous university games, including IMD Rush and Coin Collector, there were serious detail limitations in each. A number of aspects that the game would require are listed below:

  • High resolution models contained in a “complete” 3D world
  • Low polygon count to keep file size minimal
  • Detailed texture mapping to improve rendering
  • Create bespoke Havok physics

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Development

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As it became more apparent through the development process that driving games were quite common, the need to advance was realised. This along with problems arising within Macromedia Director concerning the 3D world’s rendering capability and performance was enough to make the transition to a game that featured flight as opposed to conventional driving.  As a generous amount of time was available to the team, it was felt that experimenting with flight was feasible.

Flight

Concepts that revolved around flight were discussed and a “Space” theme was selected for development.

3D Environment

Having dedicated a large amount of time and brain power to the previous ideas, development of the initial concept for the flight was slow. However, once the “Space Station” idea was settled on, the 3D world was implemented very effectively and efficiently. Inspiration for the space station was taken from a Turbo Squid Wall Model. Its size, style, appearance, layout, levels, emboss, welds, level of detail, texture mapping and polygon count were adapted to meet our needs. This new outer wall acted as the base which the entire space station was built around. Innovative bridges were created for the character to “fly” under and land on, as well as a launch pad for initial take off.

Numerous styles of Space Shuttle were designed and tested in the new environment and it was decided that the very recognisable Star Wars X-Wing style fighter was best. Again various adaptations were made to make the shuttle suitable for the environment. The fighter was placed on a new landing pad ready for exportation into Director.

X-Wing Fighter

A Rigid Body Collection was added to the world within 3D Studio Max, allowing the definition multiple rigid objects. This then allowed the creation of a bespoke Havok Physics file, granting the smoother animation within Director and better interaction between the X-Wing and the world itself.

Individual planets were created to act as items for the player to collect. Each planet was given its own size and unique texture and they were then located in strategic positions around the 3D world.

The game was exported and tested at this stage, which generated awareness of poor lighting when the X-Wing was at altitude. New spot lights were created and positioned carefully to give the user the best view and experience possible. Similarly, a new “Wide Angle” camera was created to give the user an alternative view in the event of not finding a planet.

This subsequently completed the games detailed environment.

Interface Development

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Knowing that the interface would have to reflect a “spacey” and futuristic feel just like the game, a large collection of Space Like images were obtained to be used as the backgrounds for the different screens. These images were obtained from various sources and manipulated using HDR style effects to suit the project needs.

Interface

The images were adjusted in Photoshop CS3 using different image filters and adjustment tools.  These included using Levels and Unsharp Masks to produce the effect required. Grunge Brushes were also used inside Photoshop CS3 to create a grungy feel to the images and help lift the shiny surface off them. This helped create the grunge feel required.

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