Friday 13 January 2012

screenshot paintovers

screenshots are in dropbox in Photos » Concepts » screensforpaintover

the main purpose of these images is to understand how to "fill" the rooms. Focus on assets and content rather than quality.

01 - the player exits the elevator into the curved corridor. Indications of plant testing.

02 - the players path is obstructed by large roots and foliage. they must climb the stairs to progress

03 -  at the top of the stairs, the player can barely see out of the large windows through the grime. it is nighttime.

04 - the player enters the main atrium hallway. an enormous plant climbs up a large pillar. roots extend from it, hanging across the room and crushing bridges.

05 - the player walks down the collapsed bridge to the floor. beside the player climbs the pillar and large plant.

06 - the player must walk through the atrium to the far stairs. roots extend across the floor and force their way up through tiles.

07 - the player reaches the far stairway and ascends.

08 - the first floor walkway leads to an optional extra room which we probably won't have time to make.

09 - on the second floor, the player enters the generator room and flicks the switch.

10 - as the player reaches the second floor walkway, the lights begin to turn on. their path is blocked.

11 - the player must detour through the lecture theatre to continue.

12 - the player reaches the ventilation room to insert the airbourne weedkiller. cake is provided.

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