Saturday, 3 July 2010

Concept Images

I've been working on some ideas and so I sketched up a couple of them, I also took them into photoshop and added a bit of colour so you can see what i'm thinking of in terms of lighting, space and general colour; i'd like to hear comments on these as to what you all prefer for a colour palette; what objects should be placed inside the space and preferences on lighting.

At the moment I'm still thinking that this could work nicely as a hotel or shopping centre; again, let me know what your opinions are.

4 comments:

  1. As a concept i think you need to free it up a little, im going to be brutally honest as if you were working in house , it seems at the moment you have taken an approach that you are decorating the station, adding plants and chairs are not going to cut it here, we need some dynamic insertions to liven up this space if you choose to run with the station, is the station theme holding you back, you have some great reference, conceptual forms and shapes that are functional are the key, how would a glass upper floor work in a game scenario? you would expect it to shatter when shot surely? thus rendering it useless? also consider where would you spawn enemies? get freer, get wilder, then reign it back in, games gives us a chance to unchain from the building regulations, this is never going to fall down. Dont work into ideas unless you feel they are solid concepts. What do the team feel of this approach? is this one idea or do you have many. feel free to bounce some ideas up on here.

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  2. http://www.thecoolhunter.co.uk/article/detail/1085/3xn--orestad-gymnasium-denmark

    multi levels, interesting spaces,put inside what it relatively speaking a box. Don't copy but look at how the function informs the use of space, natural light floods in, (if we were concepting this for ingame we would mock up a quick white model and paste on a billboard an image of what the outside might be, (wraped onto probably a cylinder, we wouldnt waste time on exterior as it could change to almost anything). does this help? again don't copy but take hints.:-)

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  3. Thank you for your feedback, I agree with what you are saying and will put more thought into future concepts, these were quick images I started making to see if anyone else had some ideas of what could go where, what are we doing with the space and what type of lighting they would like to use. I'm not an interior student so my idea of what should go on in these concepts is quite limited; of course I should therefore consider gameplay more and so I will take your advise and continue research, then produce some 3D mock ups of what I think should be going on with the interior.
    As for glass floors, I'm not a fan but they seem the epitome of style; as it stands in games, you see a lot of bullet-proof glass everywhere there is glass which I really dislike so the glass must go; i'll happily look at alternative materials :)

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  4. The point i wanted you to make and the type of descisions that are vital are "is the glass bulletproof?" because that can radically affect the whole design and layout, sure it can be its your decision to lay this out and then be consistent, for example you wouldnt then have glass shootable in one area and not in another, make sense/

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