Game Design Independent Study

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I am Alexander Schiffhauer, and I am working under Peter Fröhlich in an independent study in game design at The Johns Hopkins University.

Dec 08

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The semester has come to an end and Zombi5ed is finally finished. These are all of the final characters that are in-game. 

It’s been a fun semester, and overall we are pleased with what we were able to shell out in only 3 months.

-Alex

Credit: Alexander Schiffhauer, Andrew Largent and Evan Wilson

Dec 02

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This is the fully modeled soldier.  He also will be textured within the next 2-3 days.

Dec 02

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This is the final modeled medic.  He will be textured within the next 2-3 days.

Nov 09

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These are the guns we have modeled so far.  The halo-like machine gun and pistols are for the scout.  The mini-gun is the default weapon for the heavy.  His other weapon is attached to him (his robotic-rocket-launcher-arm).

Nov 09

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This is the female zombie.  She is fully textured and animated.

Nov 09

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This is the male zombie.  He is completely textured and animated.

Oct 26

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This is the updated scene of the current game.

Some key additions I have made to the game: everything is now rendered in a toon-shader, there are collision boundaries, meaning you cannot wonder off the map, many more textures, a new skybox.  Note the animation on the character is not present: this is because I have yet to redo animation for the scout.


Enjoy

Oct 26

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This is the textured version of the heavy.  We experienced some issues with stretched UVs at the side, but overall he looks relatively good.

Credit: Evan Wilson, Andrew Largent, Alexander Schiffhauer

Oct 20

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This is the fully textured scout rendered.  The scout is totaling in at roughly 1200 polygons, which is low enough for a main character.  Throughout the following weeks, we might make slight changes if we learn better ways for texturing, but for now this is our final scout.

I will have to completely redo the IK on the scout for some unexplainable reasons - apparently cinema 4d cannot import .3ds max files as nicely as one would like. I also had to edit many parts of the texture since the .3ds file did not properly import.

credits for texture: evan wilson, andrew largent, alex schiffhauer

A very, very rough version of the female zombie.  Her shape is not even close to being done, not to mention she has way too many polygons for a zombie.
Oct 19

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A very, very rough version of the female zombie.  Her shape is not even close to being done, not to mention she has way too many polygons for a zombie.

Oct 19

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This is a semi-completed heavy.  I am still working on some of the ratios, but he is almost finished.

Oct 13

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This is the updated and fully textured version of the house we plan on using in-game.  As one can see, this is very different than the house I posted only a few days ago - I have been editing this house non-stop, trying to get a better feel to it.

It still has a bit of a way to go, but it is now much closer to being done than before.

Oct 13

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This is the scout character model that is fully modeled (not textured).  There is a 30 frame walk cycle, that is very choppy, and nowhere near its final quality.

Throughout doing this, I learned a lot about how Unity imports Cinema 4D’s .c4d extension into a .fbx.  Sadly, I learned it at a slower pace than I would have liked - I had to redo the walk cycle a total of four times (this includes redoing weight distributions on joints), because I did not know to model using bones, as opposed to joints.

Oct 09

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This week I worked on building the house from the given floor plans.  Texturing ratios still need to be worked out, along with the overall polygon-design of the house.  (Right now, due to some reversed normals, some parts of the actual house are “invisible” in-game.)

Sep 29

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Some examples of basic working IK.

Note that only the upper body is finished; however, weight distributions are not perfected, meaning some polygons are bending in ways not intended.

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