Sunday, November 17, 2013

SUBMISSION___



Strategy Statement
To capture a scene of decay using the Rudin house as the focal point for a tragedy that abolished the entire humanity. 

The scene depicts a house within a deserted fishing island under extreme weather conditions. The trailer tells the story of how a plague struck killing the entire human race, except for those few survivors located on this deserted island - as there consumption of heroin proved to be the antidote. The survivors have no escape route and after living like heroin junkies within the house, eventually run out of drug supply and die.  100 years later the house is in a state of destruction, partly from the inhabitants wreckage whilst high on drugs, but mainly from the extreme winter frost. 

The Architecture
- The house is mainly constructed of re-inforced concrete. Whilst this material is known to be very durable within harsh conditions the combination of extreme winter temperatures, high wind exposure and direct impact of physical forces has cause several parts within the building (lower  foundations, stairs and roof) to crack and collapse. This cracking has led to chlorides from the sea salt penetrating the concrete, exposing the embedded steel (which has rusted over time). 

- All of the glass windows have been shattered allowing moss and mold to build up over time within the house.

- The interior painted walls have peeled off in patches exposing the concrete underneath. 

- The inhabitants occupation and destruction is evident through the burnt marks on floor and walls, graffiti on walls, furniture and objects grouped in odd layouts and places and sheets/newspapers on window frames.

- Nature has clearly overgrown all planned landscape - trees and bushes have grown whilst snow and dirt builds up in places within the house as if swept there by the wind. 


5 X images of draft and final CryEngine3 environment

Trailer


3DS Max File

The main techniques I explored in the 3ds max file had to do with textures and rayfire destructions. These are established so that when exported within Crysis I explore the interactivity of fallen parts as well as edge decals and adding re-inforced bars texture. 


house without walls (to show inside)









Crysis environment and file