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Bryan Lee
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This is a website dedicated to showcasing the works of Bryan lee, during the second year and second semester and third year first semester of his studies at bachelor of creative technologies. His projects includes working with a 3D scenery programme called vue and also drawing and creating concept work for a game called "Home". Also a 3D modelling programme "Maya" and another game using a "unity".
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Conceptual Ideas
Year 2 Game conceptual ideas
For our project E-motion, where we created a game based around wanting to create emotion to the players, there were several main task appointed to each member but they also had their own say in what they think the game should have or how parts on the game should turn out. My key role in this project was to share a workload with the 3 other group members that were assigned to the animation part of the project. I have been working on visuals and movement of the turrets, traps and all the little extras that are needed in the game to make the world work.The understanding I have of this project was that we wanted to create a game that would inspire different emotions to the player. I realise that most games these days do tend to inspire emotion to the player in their own subtle way, but what we intended to do was to directly inflict emotion to the player in a obvious fashion. An example of that is when a player loses there would be pop up window that literally rubs in the fact that they lost, which is a shallow way of trying to inspire emotion to the player, but at the same time the player would lose all his economy and items that he has collected throughout the game which would inspire a deeper emotion of loss to something he was hopefully attached to. One thing I really wanted to get across in this game but may not have come across very well, was to create the feeling of nostalgia, because this was a sort of MMORPG I wanted the players to feel attached too, not only their characters or their planets, but also the story that they are creating, I wanted the game to create a certain ambient atmosphere to the player, which would not at time be affecting them too much, but as the player looks back on the game, it would hopefully drive the player to continue just to create more memories. But at this point, only the darker use of colours and planet custom ability is helping to create that. The driving force behind this project is just simply a group of people that want to create a game because its what their interested in it has parts in it that people enjoy doing, such as coding and animation. The things that went well for our project was that we were able to create game, work well together and I also happened to learnt how to use different photo shop tools and skills and I also really like the name of our game home because it is a nice simple name, easy to recall and may give the player a feeling of something to return too. But the biggest downfall to our game was that we werent able to complete it in time and that the emotion side of the game may still seem a little dwindle, we were sadly just getting to creating the best bits of the game, but hopefully we would continue this project more down the track.
Articles
Article 1
Article 2
Article 1
For our project E-motion, where we created a game based around wanting to create emotion to the players, there were several main task appointed to each member but they also had their own say in what they think the game should have or how parts on the game should turn out. My key role in this project was to share a workload with the 3 other group members that were assigned to the animation part of the project. I have been working on visuals and movement of the turrets, traps and all the little extras that are needed in the game to make the world work.The understanding I have of this project was that we wanted to create a game that would inspire different emotions to the player. I realise that most games these days do tend to inspire emotion to the player in their own subtle way, but what we intended to do was to directly inflict emotion to the player in a obvious fashion. An example of that is when a player loses there would be pop up window that literally rubs in the fact that they lost, which is a shallow way of trying to inspire emotion to the player, but at the same time the player would lose all his economy and items that he has collected throughout the game which would inspire a deeper emotion of loss to something he was hopefully attached to. One thing I really wanted to get across in this game but may not have come across very well, was to create the feeling of nostalgia, because this was a sort of MMORPG I wanted the players to feel attached too, not only their characters or their planets, but also the story that they are creating, I wanted the game to create a certain ambient atmosphere to the player, which would not at time be affecting them too much, but as the player looks back on the game, it would hopefully drive the player to continue just to create more memories. But at this point, only the darker use of colours and planet custom ability is helping to create that. The driving force behind this project is just simply a group of people that want to create a game because its what their interested in it has parts in it that people enjoy doing, such as coding and animation. The things that went well for our project was that we were able to create game, work well together and I also happened to learnt how to use different photo shop tools and skills and I also really like the name of our game home because it is a nice simple name, easy to recall and may give the player a feeling of something to return too. But the biggest downfall to our game was that we werent able to complete it in time and that the emotion side of the game may still seem a little dwindle, we were sadly just getting to creating the best bits of the game, but hopefully we would continue this project more down the track.
Article 2
Project unity is a project to design a game that questions why realism is used as more of an abstract quality more than the actual game itself. The focus of our game would be to input a harsher sense of realism within our game, such as having to eat and sleep to survive and see if these features can still be viable in our game, without it being more of a boring chore or an aspect that would let our game down. We want to explore why games would chose to include realistic graphics, environments and physics in the game but chose to avoid other aspects such as fatigue or being a handicapped person. We had decided early on to have no interfaces in our game as we think it would add to our realism, instead we want to use screen action and noises to show what the character is feeling.Since realism is the major part of our project, we did some research about simulations that have tried creating real life situations using a much more realistic engine that would actually make the player perform capable actions in real life, an example of this is would be war simulations that the military uses to train their soldiers. We also looked into games similar to ours but have reached a high popularity despite having nothing but realistic features in their games, such as Sims and Wurm online. Sims is a game that focuses on living as a single avatar or controlling a whole family and guiding them to do everyday life chores from birth to death, either leading them to a horrible life or a successful one. These types of games are called the eye of god or god simulators, where the objective of the game is to control characters and make them do what you want. Wurm online is a game, more similar to one we wanted to achieve mainly because we didnt want to create any sort of simulator but still have the aspects of realism in our game. This game consisted of building houses, growing crops, hunting for food and creating settlements or even cities in an online community and where the whole objective in the game is to survive. The game gave you freedom to do many things even raiding a settlement that another group of people have made and whatever you did more off, you became better at. These games gave us a lot of different ideas we would want to incorporate into our game, but the main one being survival.We have made many changes to our game, most of them having to do with adding and discarding different features because we of what we felt those features such as spells and magic could be implying in our game on realism. We made a big change in our game halfway through the semester, mainly cause we really wanted to focus on create strong features in our game, but also we wouldnt have the time off everything we had wanted to do. So our initial idea of creating a sandbox type game similar to Minecraft and Wurm online, where the player would have complete freedom over the things he does and how his actions affected the terrain around him, given no goal other than to find your own way to survive had turned into a more basic arcade styled game. We had simplified the game so that it runs of three basic core functions, sleeping, eating and excreting. We also explored other games that had similar functions, such as Neopets, Tamagotchi, and Digimon world and found out what made those games so popular. Our player is given a time limit to which he must collect the most points through eating, but once the player has eaten, he must excrete and sleep before he is able to eat again. Risk, survival and adventure play the biggest part of this game and the question are we able to turn anything into a game? becomes a new idea to add to our list of something we wish to explore or answer with this game.
Article 3
Article 3
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Portfolio
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