Block outs

For my project I have been doing block outs for my game to understand were everything goes and how it fits.

I did not find the task challenging at all, I learnt how to cut out blocks using subtract using bsp blocks and not the geometry ones and understood how to use it well. I also go to do lighting and interacting with that to make the game more interesting. While designing my game I forgot to think about lighting and because I have chosen to do post-apocalyptic I can not really use electricity so I will focus more on lamps and candles to my design. This will mean I can not really make the apocalypse environment set in a modern day setting so to make sense with the lighting choices as it will lose immersion to the player so I have decided I will make it look like the apoclypse happened in Victorian times before electric lighting was made. I have researched that electric light bulbs were invented in 1879 so I will set it for 1878.

I started my block out using the basic layouts of were the floor is placed and the walls for my environment.

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I then added furniture in and added lighting using spotlights to give the atmosphere more of a feeling to it and so I can understand how to implement it in later on.blockout 2

I cut out window areas of were they may be, they will likely get covered up with curtains though to hide the outside world so I can focus on withing. Top right however has a big gap in, that is because as time has gone on I want moss, vines leafs, dirt and part of a tree to have come through the ceiling to show how times have changed with destructive nature. I also added in a processed volume of area which when the player moves into the area the lighting changes to suit the environment. I have done this by making the scenery look a bit fiery and red.

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I then made a basement and added in some more spotlights were torches would be and added another processed volume area and made it with a Gaussian blur so it is hard for the player to find the key in there as there is a maze using boxes which the player has to move around to find a key. If I have time on the project Ill put in a hidden key which opens a hidden room.

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The boxes what I put in represent crates and are layed out to make a path, I used the unlit perspective to navigate through here which is why the image is black and white.

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I then added additional smaller crates to block the players line of sight from looking over the boxes by jumping making things harder to find.

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