Hello. My name is Anderson Hsu. I am a 3rd and Final year Student in Griffith University studying Bachelor of Games Design.This page is a portfolio of my recent and previous work. Welcome.
Monday, August 29, 2011
Red Red Dragon: Model
The Mesh of the Main Character 'Red Red'. All that is left to do is the UV-Mapping, rigging, animating and finally placing him within the game...
Tuesday, August 16, 2011
Image - The Cave - Mushroom Lights
Just started on the second half of 'The Cave' which will be the tutorial on platform puzzles and combat. Enjoy the screenshot.
Wednesday, August 10, 2011
Visual Update: Menu
I created a Menu.
I like it.
With more time I will add real objects and animations.
Here's a preview:
Tuesday, August 9, 2011
Visual Update: Tutorial - The Cave
Another Update on Red Red Dragon:
I managed to rework the spawns, now I can place a Game Object within the scene and when the player reaches that object, spawn a specified type of enemy in a specified pattern. I also created a whole bunch of Assets which make up the Tutorial Level :- The Cave.
Below is a Demo Video of the Cave:
Tuesday, August 2, 2011
Modelling - Farmer Egg Beginning
Imagination time:
Monday, August 1, 2011
The Game's Appearance Now + Update
Now the game's spawn system has been revamped, now allowing the player to be able to memorize where the enemies will come from and in which order. However this also made the game too easy, hence an upgrade of the system needs to be done.
Also, I have gained a certain fondness of combining 2D graphics with 3D Graphics and have tried to implement it as much within the game as possible. Evidence can be seen with the smoke and 'flame-particles' from the previous post, as well as the 'fire' the dragon fires out in the image below.
Oh, the image below shows where the game at as of now - visually. Enjoy:
Experiments with the Toon Shader + Art
After fiddling around with Unity's Toon Shader, I discovered my frustration of it was due to the fact that I did not completely understand it. Turns out the models have to have 'Soft' Edges in order for the 'toony' lighting to appear. It seemed so simple, but I figured it out. So I dished out some simple models which will be things that the player will either have to avoid/destroy/look at while they are destroying things.
Enjoy:
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