For the concept of my game i took inspiration from already established game genres such as; The Last of Us, Fallout 4 and Fallout New Vegas, all of these games have post apocalyptic themes throughout so i knew that when it came down to me researching the architecture, color themes and interface id have atleast 3 strong titles to reference from.My project idea game from inspiration mainly from Fallout 4 however.

One of the main things i wanted to focus on when planning for my project, was what made the other titles standout with their gameplay and environment designs, this consisted of me searching for steam reviews on Fallout 4 and reading reviews on metacritic.com for what people look for in post-apocalyptic games and the key game features which stick stand out for them, whether its the stealth aspect of The Last of Us or the gritty survival Fallout 4 promotes.

For example this article of The Last of Us https://www.metacritic.com/game/playstation-3/the-last-of-us

I knew that my target audience was going to be almost identical the games i had been already researching therefore i just found out Naughty Dogs target audience for when they developed The Last of Us and then adopted it to my game. This information allowed me to decide on what i should aim for the game to look like visually, a low-poly, bright and vibrant game wouldn’t suit the mature target audience who will be expecting a gritty post-apocalyptic survival game. Although when i decided the genre for my game i already had the idea that it would be for a mature audience.

I never got round to creating a survey for my product research as i didn’t know what to base it on or how i was going to use the information id gain from using one, so instead i used the time i would’ve spent having one just doing more secondary research

All the images i sourced in my work were related to what i wanted to achieve with in my environment and interface, ranging from; real life examples of abandoned buildings (Chernobyl), Googie style architecture (similar to the buildings in Fallout 4, and its 80s futuristic design) these and the mood boards i compiled together were fit for purpose and aided my design process.

I used the tools available to me in cinema4d to speed up the modelling process such as, one technique i came across was using the pen tool and lathe tool to creating certain objects which would take longer to create if i modeled them out of cubes and spheres for example.

I didn’t have anything planned out i just used lesson time and spare time in the evenings after college if i had anything to finish off.

I believe my creative ability was highlighted the most when i was creating the story behind the game, setting the scene for the game/ environment.

Although i kept the genre of the game the same the environment went through changes as i came to deciding what the final scene was to look like.

The main difficulty i ran into when i was first developing my assets was getting used to the modelling software and getting familiar with all the different tools and texturing possibilities i could experiment with.

The professional work id be comparing my product to would be the games which i took inspiration and reference from in the early development stages (The Last of Us and Fallout 4).