GAME ASSET TASKS

Redesigning Resident Evil.






















PROJECT INTRODUCTION 1.0



For this project, I was tasked with creating hypothetical assets for a game of my choice. I chose Resident Evil 4, which was released in 2005 by Capcom. As an older game, some of the controls feel outdated when I replay the game, so I thought it would be a good choice for this reimagining. I began to brain-storm ideas for assets, considering the style and aesthetics of the game, as well as keeping in mind which aspects I would change or want to improve. Here is my design and thought process:


Figure 1.0.1, Initial Ideas

Figure 1.0.2, Initial Sketches

Figure 1.0.3, Final Four




EXPERIMENT PHASE 1.1



Once I had decided on my final four ideas: the sign post, the paper airplane, the dice charm, and the locker, I began to work on the design of each item.

Figure 1.1.1, Sign Post Design

Figure 1.1.2, Paper Airplane Design

Figure 1.1.3, Dice Charm Design

Figure 1.1.4, Locker Design


DESIGN PHASE 1.2


Figure 1.2.1, Sign Post Varients

Figure 1.2.2, Airplane Varients

Figure 1.2.3, Dice Varients

Figure 1.2.4, Locker Varients

Figure 1.2.5, More Locker Varients

Figure 1.2.6, Reflection

Figure 1.2.7, Sign Post Description

Figure 1.2.8, Locker Description

Figure 1.2.9, Dice and Airplane Description

Figure 1.2.10, Final Evaluation


RESEARCH 2.0



The next step for the project was reseacrh, so I loaded up the game and ran some tests and gathered some samples. During my research, I focused my attention to mostly animations and heights, two aspects I need to consider when creating these assets.

Figure 2.0.1, Animations Research

Figure 2.0.2, Animations Research Cont.

Figure 2.0.3, Heights Research

Figure 2.0.4, Heights Research Cont.

Figure 2.0.5, Abnormalities Research

Figure 2.0.6, Key Items Research

HEIGHTS 2.1



Using my research, I applied what I had learned to my designs. To do so, I redrew my locker, appropriately changing the shelves to match the two heights that I had observed in the game: head height and elbow height. Once I had finished this, I created a line up to show the heights of all my assets.

Figure 2.1.1, Shelf Alignment

Figure 2.1.2, Height Chart

Figure 2.1.3, Evaluation

PHOTOSHOP 3.0



Once I had researched and designed these assets, the last step was to photoshop mock-ups of what the asset would look like in a realistic style. This step was definitely the most difficult, due to my lack of Photoshopping experience, but I also think that most of my assets look great in this style.

Figure 3.0.1, 3D assets

Figure 3.0.2, Source Images

Figure 3.0.3, Concept Art Besides 3D Image

Figure 3.0.4, Height Comparison

SCENE PLACEMENT 3.1



Now with 3D recreations of my assets, the next step was to photoshop them into a screenshot, to create the illusion of each one being a part of the game. Looking back at this part of the project, I think the smaller items like the dice and airplane were much more successfully imported than the larger items.


Figure 3.1.1, Locker in Scene

Figure 3.1.2, Paper Airplane in Scene

Figure 3.1.3, Dice Charm in Scene

Figure 3.1.4, Sign Post in Scene

Figure 3.1.5, Evaluation

FINAL THOUGHTS 4.0



Overall I am very pleased with the outcome of this project, it was also a very enjoyable process, which encouraged me to work on the project a lot in my own time, or often the day it was set. This is my favourite process and result of all of my projects so far this semester, and was a great start to my university experience.