HTML LOOK DEVELOPMENT FEATURES
PDF TERRAIN TEXTURE CREATION (one of many techniques)
TERRAIN
Figuring out how we were going to do terrain and lighting was extremely fun. I was the owner of the milestone that put together our first demo and I think the results are great. The engineers worked with the artists to come up with a render / lighting scheme that worked quite nicely. I did the lighting and textures and the whole team brainstormed to come up with the techniques. Steve Mason rocked the World Machine. Here are the in-game shots. STO BADGECreating a new badge for Star Trek Online was one of the first things I did. It's one of those iconic Star Trek things. We wanted something that would tell fans they were in for something unlike anything they'd come to expect from Star Trek games (compare to badge below). I used Illustrator, PhotoShop and Maya and of course I had to do one for the Klingons.
Check out the teaser site for STO. I created the animation on the badge transition in After Effects: Star Trek Online PLANETSHere are some planet shots. The shader on the planets is fairly complex. That's because we implemented toning so we could color planets almost endlessly to create variety. There's lots of planets in Star Trek so we knew we needed that.
PROP CREATION: VISUAL EFFECTSHere are just a few visual effects shots. We are just getting that up to speed but we have a great visual effects shader you can do a lot with.
JUST FOR FUNGive me endless ridicule for re-doing the Star Trek teaser poster because I deserve it...) The other one just seemed too heavy handed and "PhotoShop-ish". Better? I don't know. Pretty subtle. The lame official version is down below. I just think if you're gonna do it...do it right...)
LAME VERSION:
BETTER VERSION:Click the image on the left for a larger version and the image on the right for a big huge version.