Provectus was the first prototype prepared for our Capstone project, beginning preproduction with a team of nine students and developed using Unity 4.3. I had intended to serve as an artist and programmer on the project, but due to the lack of modelers on my team, I had to take on the role of art contact exclusively.

For the purposes of the project, my team had to work on a collaborate project for three semesters, and establish a name, slogan, mission statement, vision and a game. Provectus was our first attempt.

COMPANY NAME & SLOGAN

Vale Visions – “A Plane of Possibilities”

MISSION STATEMENT

Vale Visions prides itself on producing value for its players, affiliates, and critics by encouraging its members to challenge each other, overcome obstacles through collaboration, and deliver quality entertainment indicative of their diverse disciplines.

VISION

To produce a portfolio piece that exemplifies our individual and collective values, build career capital that strengthens our personal presentation, and bolster our performance when the time comes to appeal to prospective employers.

TEAM MEMBERS

Christian Potvin | Programmer/Programming Contact
Chad Gosselin | Programmer
Lucas Wiechenthal | Programmer
Andrew Nickel | Programmer
Ryan Schmidt | Writer, Utility & Communications Contact
William Lewis | Audio Designer & Utility
Sean Toomey | Design Contact, Utility & Artist
Timothy Santos | Utility & Artist

CONTRIBUTION

  • Modeled the player ship.
  • Designed and created the exterior terrain using Unity Terrain Editor.
  • Created visual effects such as the smoke from the mountain.
  • Constructed the interior of the first level, placing girders, broken ships, damaged walls, and rocks.
  • Designed the interior level with Sean Toomey.
  • Created all the main menu assets such as the menu buttons, game title, skybox, and the ship.
  • Wrote code snipptes for the menu manager.
  • Modeled enemy turrets.
  • Created concept art for the ship, scenes, and the HUD layout.
  • Modeled the boss character.
  • Created keyboard layout art.
  • Assembled the interior and exterior assets.

Renders with HUD

Here are some renders of the assets that were used or planned to be used in Provectus. These assets were rendered and modeled using 3DsMax.

The image below was the first rendered ship for the player. I created the HUD and sky box and photoshopped them into one image with the rendered ship.

 

Copy of HUDNormal
To demonstrate how the HUD would dynamically react to damage the player received, I edited the image above and modified it into the image below.
Copy of HUDHardHit
The image below is a render of the interior scene, fully assembled and lit by me.

interior

As the project went on, my team believed that the original ship I made was too bulky and didn’t appear to be aggressive or sleek. In response to this feedback, I produced a ship that took attributes of a jet fighter. Now, it’s slender and looks like it can cause a lot of damage. The image below is not the complete model for the new ship, but it shows that the idea is there.

Provectus

 

The image below showcases the buttons produced and utilized in the main menu for Provectus.

MenuButton3DTest

Outcome

After the preproduction prototype was completed, the team decided it would be best to cease development on Provectus, and pursue a different direction with the project. This consideration led to Kotame, which is presently in production.

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