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Screen Shots of Game Design Project Progress

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Tattoo Parlour First Sketch: This sketch was the first rough idea of what the default tattoo parlour would look like. The basic shape and style have been consistent throughout edits and modeling, with slight changes like the addition of glass display cases. 

(07/11/17)

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Tattoo Parlour Layout: The parlour has a waiting room (the wood flooring) two display counters (WIP), and a tattoo area (checkered floor). This is also something that needs to look inviting to new players but also has room for upgrades as the game goes on. 

(15/11/17)

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Cabinets, Sink, and Armoire: In the tattoo area of the parlour, there are a selection of set pieces that add to the general aesthetic. These useful pieces of furniture are often seen in tattoo parlours, and will be an element of each players game space that can be upgraded. The next step is to add a skin to each element. 

(25/11/17)

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Embiggenator 6000: This machine is what players will use to make the robot body part being tattooed bigger in order to make the process easier and more fun. For example: If the client wants to tattoo their arm, they will detach their arm and the player will take the arm, place it in the machine, push the top button, and the arm will get bigger. The player then grabs the large arm and place it in the tattoo area in front of them and will continue the game. Once the tattoo is done, the player places the arm back into the machine, pushes the bottom button, and the arm returns to its normal size. (The name Embiggenator is a reference to a well known Simpsons sketch)

(01/12/17)

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Couch: Another example of the possible furniture that can be added to each player's own parlour, this couch will be located in the initial waiting room. The next step is to add a skin.

(05/12/17)

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Robot Model: In the world of Tattoo Parlour VR, you are not tattooing humans, but robots. This was a detail I included for a few different reasons: 1.) To solve the issue of how to make the drawing canvas larger, 2.) To help avoid the issues with tattoo squeamishness, and 3.) To have an indicator on how the player is doing with the tattoo; the chest has a timer, to indicate how much time has passed, or how much time remains, and the face will show with color and expression how well the player is completing the task. Next steps include adding skins and a joint system.

(02/04/18)

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Generic Tattoo Gun: I used a lot of different references to model the generic tattoo gun, trying to make it look interesting enough to grab a new player's attention, but also plain enough so players want to keep playing in order to earn new designs. (15/05/18)

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Hands Model: These are the rough models for the detached hands the player will be controlling. Next steps include adding a skin and joint system.

(01/10/18)

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Steam Commercial Storyboard: This hand drawn storyboard shows the progression of the commercial that will introduce the progression, mechanics, and art style of the game to those interested in purchasing it on Steam when released. 

(05/10/18)

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Tattoo Parlour Layout Part 2: This is a mock up of what has been created for the tattoo parlour set so far with a model for size comparison. The second image is, more or less, going to be the vantage point of the player during gameplay. Skins and materials still need to be added to many elements

(10/10/18)

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Crash Test Dummy: This is a first sketch of the NPC who runs the tutorial aspect of Tattoo Parlour VR. He helps explain the game by taking players step by step through the different mechanics, like using the Emiggenator 6000, using the tattoo gun, or showing through the panel on his chest how players can check their progress. Being a test dummy, CTD has obviously helped players before, as he is covered haphazardly with other practice tattoos.  

(10/11/18)

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Textured Robots: This is the final design of the robots that will get tattooed by the player. The two extra heads are examples of what the facial expression will be when the robot is happy with the tattoo or, conversely, very unhappy with it.

(15/11/18)

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Juke Box: This is a jukebox that is available for the player to purchase in the in-game store for their parlours. It will be interactive, so players can change the background music in their parlour if they choose.

(15/11/18)

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Posters:  These posters are examples of different pieces of artwork that can hang in the player's parlour, and are available for purchase in the in-game store.

(16/11/18)

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Street Scene with Pub: Tattoo Parlour VR is meant to be set in the city, and in order to portray this, a city street can be seen outside the front of the shop. My first idea was to use a 2D image on a flat surface to show the scene, but I realised that this looked fake, so I decided to model my own. The design of the pub was based on different classic pubs found in London.

(23/11/18)

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Tattoo Parlour Layout with Textures: These are images of the finished standard layout of the tattoo parlours. This is what every player will start with, and eventually upgrade to make it their own. The Top Left image is from the point of view of the player, the top right image is an orthographic image of the layout, and the bottom image is a 3D view from the street. The next step is lighting and animating!

(02/12/18)

Slow Pan of Possible Tattoo Parlour Upgrades: This is a section of my commercial. I wanted to show the different ways players could update their tattoo parlours using the in game currency and store. I decided a slow pan of the front of the store would show a good selection of different options. I used Maya to animate this section.

(03/01/18)

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Unity Work Space: This is a snippet of my Unity work space. All objects and materials made in Maya have been imported into Unity and have officially been tested using a Steam VR plugin (you can see a gif I made of it on the Update!! blog post on the main page). 

(11/01/18)

Finished Steam Commercial: Here it is! The finished commercial that would show on Steam if the game was fully released! 

(28/01/18)

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