Flow
Unity project:
First Ideas:(Basic idea/Last idea) Beach scene with moving clouds that use a personal scripted shader to make each cloud have a swirling effect to it as well as the sea uses a basic cube that has a water effect on it which would be a personal scripted shader, same as the clouds. The beach would then be a sculpted terrain that would match to fit in with the water but the shader on the beach/sand bank would have a gloss effect to simulate the idea of the sand being wet however half way up the beach the sand would have to merge with another sand bank to change the effect of it being dry.
2D concept: A 2D concept art would be created as a first basis of the project as it would help plan out the ideas for the beach and help create the layout which would be used as a plan for the scene.
3D assets: I was thinking of doing a stretch and 3D modelling a basic layout for a house and putting it on top of a hill which would be in the background of the scene as well as out in the water/bay there’s the idea of having smaller islands to allow the scene to have that idea of depth.
Animation side: The clouds would be static if just placed into the scene so as an extra stretch, each individual cloud would have to be animated and moved key-frame by key-frame to create the floating effect.
Second ideas: Steampunk bay. (Main idea) Steampunk bay would have pipes that are falling from the sky in a looping animation that would then splash down into the water below in the bay. And up above in the sky would contain a steampunk blimp clashing with another blimp up in the clouds. Based around sunrise time or night time( Most likely at night to allow the emissions of the lights to glow and allow extra depth to the scene.) If based at night time the blimps would have the cabins which would then contain interior designs due to the emission lighting up the inside. This would be an extra stretch if wanted. The pipes falling wouldn’t contain any emissions.
3D assets in this scene: Steampunk blimp, clouds, sand bay, broken up variations of steampunk pipes, palm trees (2D textures off in the distance), broken and brand new cogs buried into the sand. Distant house on a hill, made on top of a sculpted terrain which would have been made in Unity.
Assets with emissions: The blimps cabin, on top of the deck on the blimps. The house on top of the hill would have emissions and as a possible stretch the house would also have interior designs to allow more depth to the scene.
Animations needed in the scene: Each singular blimp will need an animation of it clashing into the other aka first off the Bigger blimp would be more in a static place compared to the smaller blimp. More so that the smaller blimp would do a slight detour into very close contact with the bigger blimp and most of the battle would be done through particle effects. The pipes that fall from the blimp would have a looping key-frames so then they’re constantly falling over a time period of 10-15 mins. This would save time as some of the pipes could be duplicated and just placed in different angles. The palm trees in the distance have a chance to be 3D modelled and if decided to be modelled then the leaves would have to be key-framed to allow the flowing in the wind.
Particle effects needed(Minimal Requirement): The clashing between the two blimps would have to contain a smashing and slight blowing up effect. The pipes falling from the blimps would have particle effects that make it seem as if small parts of metal are flinging off of them. The pipes would also contain remaining steam as they were just in use before being flung off of the blimp. The clouds in the sky would be a mixture of static clouds(Would be key-framed and animated to move around a continuous loop over the course of 3 mins long) and particle made clouds(Most likely made from steam particles all collected into one section, possible to key-frame them to make them moving particle clouds). The water down below would have splashing effects from where the pipes crash into it.
Games that would give ideas for the scene: Bioshock and Bioshock infinite
Concept art: The concept art will contain the rough drafts of what some of the broken pipes would hopefully look like when they’re falling from the sky. There will be 3 different designs for the pipes as most of them can be duplicated and then switched positions(Some of the pipes will be more rusted than others). This would save time. The concept art will only contain one design for the steampunk blimp as it can be duplicated and just used twice, this is to save time as well on the project. The concept art would also include the 2D texture for the silhouette palm trees. The concept art would also contain a basic plan on how the 3D scene would be structured as if it was a white-box design.