Showing posts with label ratchet and clank. Show all posts
Showing posts with label ratchet and clank. Show all posts

Tuesday, April 8, 2014

Ratchet and Clank: Nexus Posters

Below are a collection of posters that I created for several worlds in R&C:Nexus. 







Friday, March 22, 2013

Ratchet and Clank: Full Frontal Assault: HUD Design Concept

I had the opportunity to design a new HUD suite for Ratchet and Clank: Full Frontal Assault. While we didn't end up using this concept I thought it turned out pretty cool nevertheless. I really enjoy this type of stuff because of the constraints it places on the creative process. You have to plan and create with the players field of vision in mind and you have to deal with the limitations of the screen real estate at different sizes and screen resolutions.




And below is a HUD element we used in-game that I designed. The hacker mini-game was used for opening weapon pods. You had to press a button to lock down the white shapes (turning them green) in a number of different arrangements as the needle swept back and forth at varying speeds.


Friday, March 15, 2013

Ratchet and Clank: Full Frontal Assault: Phoenix II Level

The Phoenix II level was created as a three stage hub for the players to return to throughout the game. The ship becomes infected with a virus and slowly degrades over the course of the story.

Sean Kwon and Nathaniel Bell did a large portion of the base geometry and basic textures. I went through afterwards and did a large polish pass finishing shaders, adding/cleaning up geometry where necessary including some interiors and props, building the skydome, and adding a suite of fx for each stage.

Phoenix Phase 1





Phoenix Phase 2




Phoenix Phase 3









Tuesday, February 26, 2013

Ratchet and Clank: All 4 One Vehicle Props

Built in Maya and Zbrush
Textured in Photoshop and Zbrush

Seaside Derelict Ship





Ornithopter Starship
  




Ratchet and Clank: All 4 One Characters

Characters built in Maya and Zbrush
Textured in Zbrush and Photoshop

Jellyfish Enemy




Armored Jellyfish Enemy




Carnivine Plant Enemy






Monday, February 16, 2009

Iris Supercomputer 3





These are 3 screenshots of the supercomputer interior that I worked on. I built, textured, and animated everything you see in the environment! I'd also like to post this video of the clank segment by JONOVID so you get the full experience!! Enjoy! http://www.youtube.com/watch?v=v1mFCM79vX0
Yance

Iris Supercomputer 2

This shot features the opening to Iris. After fighting your way through several ships and venturing deeper into the ice the player encounters this entrance. Everything but the ice is mine; built and textured by me. This was my breakout moment. I was put in charge of an entire section of a level. The best part is that it was designed entirely around Clank, Ratchet's sidekick!
Yance

Iris Supercomputer 1


Iris was a very large project for my team. We had a lot of specific game play areas that needed special attention with very little time for error. This opening shot shows a large amount of my work. Everything I built I also textured. Iris is a giant super computer that is encased in a large comet flying through space! We had no real way of conveying movement. So I built a sky dome with scrolling uvs to help give the feeling we were on a comet! The idea was a bit vague due to the size of the level. In the image above you'll see of course the sky dome. I also built the large building in the background which was supposed to symbolize Iris' casing. The dark blue ice trees in front, the ship to the right (you might recognize because Slag has come to take Iris!) and the godrays! The godrays (or sun rays) were really fun because it truly was a unique custom piece just for this level and i thought really really sold the opening shot!
Yance

Slag's Fleet 4

This is my pride and joy of the level. I built this whole ship and did about 90% of the textures for it including the decks and the hull below. This ship had many design specifications that required a special kind of crazy to get it to work and it was, in my humble opinion, the best game play segment in the level. In this segment you would hijack this ship and ride it around the fleet while other ships (of similar design which I built) would come up along side you and fire cannons onto the deck!! On top of that more robot pirates would jump down to you and it was quite a lot of fun!!:)

Yance

Slag's Fleet 3

This image demonstrates the scope of the level. I was put in charge of creating several planetary bodies for this area. What you see below is a planet I modeled that is massive; damn near to scale. I've become quite well known for how often I break our systems by pushing the limits of our tech! Shout out to Rachel and Chris for keeping me up and running! You guys are the best!

Yance

Slag's Fleet 2

This shot shows Slag's Flag ship which I built. There are a few textures that belong to me mostly the lights and the canopy pieces at the front of the ship. This level also had a lot of modeling logistics that had to be worked out in order for the gameplay to function. Slags ship was a monster with multiple points of attack and "arena" gameplay on a much smaller surface than we normally use.

Yance

Tuesday, February 10, 2009

Imperial Fight Festival Screenshot 3


This is the interior for the building in the previous shot. This was our grav boot challenge for the festival. There were different saw mechanisms which I constructed and textured. The player has to run down a gauntlet of saw blades and barriers and exit safely. The trick was that the player had to do it while magnetically attached to spinning sections of the tube. It was a real trip! Again they reserved me for the more technical modeling aspects of this level that required not only aesthetics but functionality. This level was tough but fun! I was an architect and mechanic all in one!

Imperial Fight Festival Screenshot 2


This shot shows a giant building I constructed. This building was a facade housing one of the most fun challenges in RCF! However I still wanted it to be interesting even though it was behind you for most of the opening segments in the level. On top of constructing the building facade I took a little time and built the radar dishes for the roof and animated them to spin slowly to provide nice movement for the background!

Imperial Fight Festival Screenshot 1


Imperial Fight Festival was a fun level riddled with complex gameplay mechanics. In RCF we constructed certain segments to fall back to 2d gameplay. The camera would lock and you'd have to platform through an area. The shot above shows a giant ferris wheel in the background that I constructed utilizing that very specific gameplay. It went through many changes to make it fun and playable but in the end I thought was a huge success! I also constructed the two towers to the right of it. Those are swingshot . . . swings! Hehe. Again I did very little texturing for this level. Mostly just construction.

Sargasso Screenshot 3


This is the gelatonium plant! This is the interior of the big building in the previous shot. I modeled everything in this room. Textures were done by my buddy Nathaniel. This room had a lot of gameplay requirements which required constant tweeking. It was a great first experience!