RSO’s First Game’s Title Revealed (Sorta)!

The RSO team would like to thank those who showed up to last Tuesday’s meeting (brought to you by Fissure). We really appreciate you guys for sacrificing some of your time and showing the utmost enthusiasm to learn more about it takes to thrive in such a challenging–and rewarding–field that is the computer/video game industry! After the meeting, a survey was administered out to everyone to fill out, with regards to giving our first game (in development) it’s official game title! So, without further adieu, here are the results:

Potential Names:
Aerial Carnage
Velocity Force
Delta One
Lethal Rain
Broken Wing Brigade
Azure Defender
Skyburner

Surprisingly, the names listed above have all been picked at least twice! The RSO team will determine the official name in the coming weeks.

Again, thanks for your participation and ongoing support. We hope that you guys continue to follow us on this epic journey. Stay tune for more updates!

-Andrew, Director of Right-Side Output

SFSU’s got talent

Based on today’s presentation, we found out that outsourcing talent from students at San Francisco State University is definitely a great idea. During the meeting we were greeted by an enthusiastic and cheerful group of students that came from different backgrounds. Surprisingly, while most of the group was made up of computer science majors, we also had history, cinema, and zoology majors–a definite fact that SFSU’s game development community is well rounded. The group had shown  interest in RSO’s mission by exhibiting punctuality and by actively participating in our discussions. As soon as our presentation ended, we were approached by students whose curiosity was exhibited by a flurry of intelligent questions that we gladly answered. Overall, we saw that the group definitely has hidden potential; for which had led us to the conclusion of considering to add competitive students from SFSU to our future workforce in order to achieve expansion and more work efficiency for our next project. 

Visiting SFSU!

As the club moderator of the videogame development club at State, Fissure, I am exited to collaborate with the RSO team this coming Tuesday 2/7. RSO’s director, Andrew Vu will be in campus to talk about the group’s mission of empowering passionate hobbyists through game development. The purpose is to harness untapped talent college students possess by offering entree level internships for computer programmers, artists, musicians, and writers. More details about the event soon!

 

-Nicu, moderator Fissure at SFSU

Building set 2 textures

I completed a second set of buildings:

Compare these models to the plain models in my previous post. With low-poly modeling, textures make a huge difference and can make or break the asset.

All four are on a single 512×512 texture map:

The unwrapping is kinda’ janky in some areas, but it’s better to have UV’s that are “good enough” rather than take the extra time to make it “perfect”.

And finally, a family shot of all the buildings:

 

-パーカー

Building set 2 models

Buildings with triangle counts:

Low poly stuff always looks plain w\o textures.

Here’s the UV map:

All four will go on a single 512×512. I have a technique for unwrapping models in minutes. Maybe I’ll share it in the future.

CH-53E textures


Done with the boss’ textures! Looks like a pretty mean boss if I may say so myself. The texture is a 1024×512 which is 2x the size of a regular helicopter since the boss is 2x the size. Because of the extra texture size, it took twice as long to texture.

Here are some additional shots:

Gameplay angle:

 

And next to the other vehicles for scale comparison:

The real-life CH-53E can haul an F-15:

Level 1 Boss

We decided the boss should be a big helicopter. Therefore, I picked the biggest helicopter the US has ever made: the Sikorsky CH-53E Super Stallion.

Here’s the model so far:

The model took 1.5 hours to make and is at 1,000 tris. I probably will optimize it a bit even though it’s a boss model.

To put in perspective how big this thing is, it can fit 40-50 soldiers and is at least 2x the size of an Apache helicopter. Here are the two models side-by-side for reference:

Tank color scheme update

The old version was a bit monochrome, and it was hard to differentiate between the turret and body:

For the new version, I mixed in a burnt black color and darkened the base color a bit:

-パーカー

Buildings


Triangle counts listed below each object. I probably have to optimize #3. Also, originally I had some objects on the roofs, but they were a waste of tris.

As usual with low-poly objects, these took very little time to model but much time to texture. Overall, they turned out somewhat cartoony looking. I may revise later.

I fit all four onto a single 512×512:


I somewhat messed up on the UV’s. By looking at the texture map, you can see there were areas I could have overlapped.

Finally, some mock shots:


In the final version, the buildings will be sitting on pavement and not grass. lol.

-パーカー

Trees

I made two quick trees:

In 3D, vegetation assets have always been my weakness, but I’m okay at it now. The trees are very low-poly (35 tris each) to allow us to litter them all over the game. They took like a minute to model, but much time was spent making a good color + alpha map.

Let’s see how they look in the game:


(gameplay-ish shot)


(action shot)

Not bad for 35 triangles. (^_^)

-Parker

Follow

Get every new post delivered to your Inbox.