Populating the Scene – Part 2 – (Back to Basics) – “Grey Blocking Existing Assets”

Mini-brief – Games Design Year 1 – Populating The Scene 2 (Back to Basics)

You are to look at all the assets you have personally created so far in 3DSMax since the beginning of the course and develop an assemblage/scene that utilises those assets in a way that achieves believability in its “narrative”, i.e. “how all the objects came to be there” (clearly relative scale will be important here).

Your scene should not be overly large (thus spreading your detailing too thinly), and it should not look like it was assembled/collaged by robots.

Your scene should look like humans/characters have interacted/interfered with the objects in the scene.

You should use as many of your objects as many times as possible to add complexity and to further the human/character narrative.

You are not to develop any further objects beyond the ones you already have made in your Games Design Yr 1 sessions (unless agreed by your tutor, and only then after you have created your “Version 1” of your assemblage).

Do not be overly concerned about materials and textures at this time. This method of working relates directly to an industry practice known as “grey-blocking (see Lichdon Process video shown in session).

Should you in this your briefing session not have access to all your models (i.e. you “left them on another drive/computer/account” etc) you should instead* develop as series perspective drawing/sketches that shows your plans for your assemblage. These can be submitted along with your final model.

Scan 96

This can be a simple or a complex a planning image as you need.
*… for those of you who understand the design process, you may find this a useful element of your process anyway, rather than going straight to the screen.
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~ by hesir on March 11, 2015.

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