Here is another 3d concept character! T-Rocks is an old fossilized skeleton who spends most of it’s time lying dormant under the earth’s surface waiting for a hapless creature to come along. The enemy stands twice the size of our hero once he bursts from the ground to engage in his ravenous rampage.
T-Rock’s achilles heel is the slow time it takes for it to recompose itself once it takes a bite. Three jumps onto his head will dispatch this enemy to a clump of dirt and bones.
Here is one of our latest works demonstrating what a concept character might look like in game. The low poly model was created and then exported to a sculpting tool to generate a normal map. Once this step was completed the model was textured to look like wet mud and the leaves and grass polys were added.
“Mudmuck” is a character consisting entirely out of mud who hurls large chunks of himself at the hero character whenever he is provoked.
We are currently working on concept enemy creature sketches for the game. Here are some of our current ideas. Our next step is to prep a handful of these by creating front and side renders as reference for the 3D modeling stage.
Welcome to the Infinite Journey blog at largeanimal.com. We’ve had the idea of creating Infinite Journey for a long time, so when Google approached us about creating a platform game using their O3D technology, well… we jumped at the chance!
It’s important here to mention that this game is not finished! It’s still very much work-in-progress. This blog provides behind-the-scenes information on how we got to where we are, and what our plans are for the future.
What you see here is the result of 5 weeks of sweat, blood and binary. Starting with a blank piece of paper, our team of 4 hungry, full-time staffers (and 1 starving intern) worked to cram in every cool element possible before the Google I/O conference.
The name “Infinite Journey” comes from the idea that in the next version of the game, all levels will be created by the player. As more users join the game, the world will get bigger and bigger, giving each player plenty of fresh levels to play each time they return.
Anyway, we hope you keep checking back to this blog – as well as walking you through the different aspects of production we’ll also let you in on some of the larger, more grandiose game ideas that we hope to implement in the future.