

Also makes it look a bit more impressive and solid. I gave it an extra layer of thickness to make it easier to add symmetrical detailing to the coin. Just comes down to basic semiotics and what we are familiar with.īottom right – second iteration of the coin. Even with little to no detail, if someone sees a roughly round and flat gold shape, the first thought is that it is a coin or currency. I wanted to go for a traditional gold coin look, so it was easy to see, and recognise. Top right – first iteration of the coin, just the basic shape and colour. they float a little above the ground and spin, to attract the players attention. These are the coins I created for the game.

I raised the light box by three squares, and realigned the pole to suit it, and blend in at the back. Unfortunately there were still times when the player would walk through them. All I did here was to move the yellow and green lights to the side of the red, rather than below it. It isn’t possible to grab and free-move objects in magicavoxel, so I had to manually remove and re-add the squares to move them. I was working in magicavoxel, and had no way to compare the size of the player to the light while I was working on it, so I thought that this would be high enough. This second Image is my first edit of the stoplight. Even after we replaced the collider with a box collider it was clipping through the object and looked weird. This was a problem as the actual lights part of the object kept colliding with the player. At first the stoplight had a custom mesh on it. The first image is the original stoplight created by Luke Jarrett, shown next to the player character. These images are all screenshots taken from the base level in the game, before any detail is added. All the models were created in a program called Magicavoxel. We had three artists working with us, creating the assets and animations, however I also created two of the coins and it was necessary to edit the stoplight asset created by one of our artists, as it was too low. The entire game was designed with a cubed art style in mind, in a similar style to crossy road. The gameplay required the player to earn and collect coins by exploring and selling food to NPCs. For the past four weeks I have been working on a prototype game, in which the player character is a sentient vending machine.
