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Keytar Hero
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Keytar Hero

by samdinnes13 on 30 Apr 2024

A collection of my work for the game 'Keytar Hero'

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For our second year at University we were tasked with making a full game demo, mixing Game: Design, Art(Me) and Program students together. My group and I chose to make a rhythm beat'em up game called Keytar Hero!

This is my favourite parts of the game I helped work on:

This is some of the 2D work I did for the game. I really enjoy 2D art still, even though I've begun my journey into 3D modelling. So I was really eager to do some 2D stuff for the game when we were tasked with it, whether that was UI, the games poster etc.

In the bottom right corner is the games Desktop icon I made for the game. It was kind of rushed at the end of production due to time constraints but I'm really happy with it and think it makes the game pop on the desktop.                                                                                                                                                                                                            The character design in the middle, is the early design for the protagonist, that I designed and modelled. I like the design and model I came up with for the game's protagonist, it was my first time trying to stick to a specific games theme.                                                                                                                                                                                                      Scattered around the page are the UI designs I did for different areas of the game. Like the 'x1, x2, x4, x8, x16', which appear in game and change based on your score multiplier or the 'Miss, Good, Great and Perfect' signs that appear on their respective player input.

This is the basic melee enemy type that I modelled for the game. The first image is an untextured shot in Maya and the second is an in game shot of the enemy (On the right).

When I was tasked with modelling mostly the characters for this game I was frustrated. I prefer Hard Surface Modelling and had made that obvious but was left with character anyway, which in the end went well in my opinion. I really wanted the enemies to be these crystal or rock shaped enemies, with demonic like masks on, and that's the design I went for and with the crumble effect in-game they look great.

Originally the model was a lot skinnier, unproportioned and all over the place, by design choice but team members assured me it would look better with more improvements and I'm happy I followed them.

This is the Brute enemy type I did for the game. Me and the design lead for the game, really wanted multiple enemy types in the game. We wanted three but had to settle for two.

Going into the Brute model I was very scared because of brute enemies size and proportions. However the Brute model turned out to be the easier of the two due to it's bigger arms. It was almost like modelling the Dungeon Door model's archway again. This model also gave me the ability to use some hard surface modelling techniques, as the enemy is made up of lots of individual pieces of stone/crystal.

There was some issues with the model though when it came to animation due to off proportions. But we were able to fix them.

This is the character spawn point model in Maya and in-game. As you can see in game some of the extra detail models like the rocks were moved or gotten rid of.

I was happy with how this model turned out and I think it's an effective model as it also shows the player visually that they're in an enemy spawner area. Unfortunately, I didn't get to do much environment work for 'Keytar Hero' due to being on character modelling. 

I got the shape from the white box for the enemy spawners and applied details, like the cracks and hole the enemies 'spawn out of', it was nice to get to make some design choices whilst modelling and texturing this. 

In the in-game image the model is crumbling, a nice effect by our design team.

This is the title screen and main image of our game Keytar Hero. The character model is mine, as you can see it's like the original design but changed slightly, like the colours, shoulder guard and keytar being slung on their back. I said I wanted to do more hard surface work, but the character model was fun to do as well, and it looks really cool in game. I also did the model for the text; it wasn't anything hard because Maya has its own text generator in 3D. 


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