It was the first day of the futureworksmcr manchester Game Jam today! Its the second time I’ve been involved with the FW game jam, and like last time have had the privilege of working with some talented guys.
Working with creative programmer, designer and 3D artist joegraingerfutureworks meant that we could be a bit more ambitious with our ideas this time around in terms of freedom. With several themes to choose from, we decided to merge our ideas for ‘slip’ and ‘accidental ninja’ to create Landslide McQueen, a short physics based high-score driven action game.
As it stands at the end of day one, the majority of the camera programming has been implemented, as well as the bones of the physics system that will drive the game. We’ve started to put together most of the audio, and the art style is also really beginning to take shape.
Above is the art I provided for the game - a modular set of buildings that uses material IDs and flat colours to replicate an unlit flat shader that still casts shadows - a technique that, due to the small number of assets, was more efficient than working out how to cobble together such a shader by ourselves.
The first image was my 3DS Max render to test the material IDs and modularity, and the following three show the models in-engine with our Ballamory colour scheme.
My jobs for tommorow: design a game flow chart, design a complex score system, make tons more art assets.