lit lab1

i have now lit all the rooms and i am pleased with most of the results. some of the lighting was fairly simple so it didnt take up too much time. above is a few screenshots of the lab room i have made i will not put all the rooms on agian because there is simply too many images.

Soldier rigged

Untitled from daniel tilley on Vimeo.

I have added the bag i made and put a camo texture on the sodier and then i rigged it for animating. The rigging took about a day to complete but it was the skinning that was a bit of a pain. I had to change all the skin weights because they didnt work properly and would distort in the wrong places. I managed to get a satisfactory result and did a test animation (above).

Back pack

Above is the back pack i made for the soldier which holds a bottle of air to help them breathe and not get infected. I got the idea from a flamethrower (pic below) and just changed it slightly to suit my needs.

Pod room

I have spent the last week working on the pod room design and making it. the textures are not final i still need to texture the walls properly and add a little more detail. This is the room you enter from lab 1 and is the last of the rooms i will be making. i am going to spend the rest of my time tweaking things and making them loook and work better.


I have been working on the pods for the pod room. they are like giant test tubes but with people inside them. I have Started texturing them because it was hard to see if it worked when they were just grey. I am pleased with how it is going.

lab 1

This is the next room you enter. it is a kind of lab/torture room with beds that have straps on and chains on pipes where people would be chained to. I have managed to put a bit more detail in this than the others but i still think theres something missing so i will be coming back to this one.


You then go through this tunnel to get to the labs. I made it to be very simple, i will be placing earthy textures on the wall to give it the feeling of being underground. I wanted to have a tunnel like this at the beggining because it makes you feel like you are leaving one place and entering a new one and also beacause you feel like you are underground.

Locker room

This is the next room you enter from the cctv room. I have modelled the main shapes of it but i still want to add some more details like coats/ shoes/towels. I based it on a normal locker/changing room with the benches and metal lockers.

CCTV room

This is the first room you go into when you go down the stairs in the church. I have modelled it but not textured it as i have decided to leave all the texturing to the end in case i run out of time.

gears of war environment concept

Otto Dix

Stormtroops advancing under a gas attack] 1924 etching,

The artwork of a man called Otto Dix caught my eye and was sort of an inspiration for some of my ideas. Otto Dix (1891-1969), was a German Expressionist who had fought and survived the war, he was famous for his unique and grotesque style. The paintings I focused on were mainly about war and are somewhat creepy. Not the sort of thing you would want to hang on your bedroom wall but perfect reference material for my project.


I have been watching films for inspiration and i found hostel useful for my designs. it has dungeons and torture chambers like my game.

Another film i found helpful was the saw films it also has the torture chamber look that i am going for.

Dead Rising, Frank West

I found this guy quite useful as it is similar to my main character minus the camera. This is frank west from the game Dead Rising, it is also a zombie game except he is not a zombie and mine is.

gears of war concept art

This is from Epic games, Gears of war. I liked the style of their characters they match the roughness and story of the game. I would like to do something like this but i have sumplified my designs as i am still a beginner and not capable of making this in Maya yet.


Untitled from daniel tilley on Vimeo.

i have now made the body and a machine gun. i have put some colour onto them to get an idea of how it will look but it is not the final texures.

head rotation from daniel tilley on Vimeo.

I have found this head more time consuming and very difficult to do. i still have to distort the face to look like a zombie and i am also having problems with american cop style hair i cant get it to look right. i am leaving it in this state for now whilst i complete the soldier body.

soldier head

masked head from daniel tilley on Vimeo.

This is the head of the soldier i am making. This hasnt as much of a problem as i was expecting but i havent had to do a detailed face like i will have to on the zombie. I am glad i did this one first as i feel more confident aproaching the more comlicated face.

Character modelling

I have decided to move onto the characters now as i have spent too much time on the church and i feel i will benifit from leaving it alone for a bit. Using my sketches i made before, i have made detailed drawings of the characters i am going to make. the first thing i am gong to tackle is the head as i find this the most challenging part.
i have spent today making a background that would fit into my set. using pictures of houses, trees and a red sky i have put together what you see in the picture below. as you may be able to see i have been working on a few textures for the grass and path and i have also added the gates to the church yard.

improved story idea

church yard

I have mocked up how i want the church environment to be which is why some of the objects are not textured or final models.

church tower

I have spent the last three days working on the tower. it was more diffficult than i expected it to be. trying to cut out the windows and make them look realistic without creating a high polycount proved difficult. I found that i could let the texture do the work so i just made bits darker and lighter so they appear to have been extruded.

church porch

I have made a start on making my church. using the templates i drew up i have modelled the porch and using the photos i took of the church i was able to make a good texture for it.

control room

This was an idea i came up with after watchin Hostel. the control room is the first room you come into when you go into the secret lab. it has a desk and cctv monitors and you can see into the lab through the window.

corporation logo

I wanted the bad guys to have some kind of kogo that i could put places to help gamers find their way round. for instance i am going to have a hidden stair way into the secret lab so i will put the logo on the entrance or near it so the gamer has a chance at finding it.

These are a couple of ideas i came up with. i like the snake at the bottom right but i think i need to work on the angel wings.
I have been watching Hostel part 2 which is a gruessome film with torture scenes in. i thought it might help me get some ideas on the environments as my character was tortured too.

church idea

This is a drawing of roughly how my church will look from the front. it will have a small porch attached to an extended wall of the main hall. I tried to keep it simple as it is meant to be for a game and shouldn't be overcomplicated with intricate shapes.

i Have been looking through books like The parish church towers of summerset. Peter Poyntz Wright. and Gothic cathedrals and sacred geometry. George Lesser. to get some ideas of how i would like my church to look. they were useful book as they had information on different designs and how they are put together which is useful for when i come to make my church model.

I have also been down to my local church in pucklechurch and took some photos for reference and some to help me when i come to texturing.

Scientist ideas

i am unsure how to capture the scientists look as i want him to look scary but i dont want him to look funny so i have had difficulty with this one.


This is a rough idea of how i would like the 'bad guys' to look. I want to cover their faces as it gives them less individuality and makes them a little bit scarier. A gas mask could be the way to go as it is an infection they are dealing with. i wanted them to look like a s.w.a.t team so they could be the police or working with the evil corporation.
These are a few images i pulled from the web as reference for my character designs. I want my main character to be scary and look like the image above...

...but still have the look of a cop or good guy like these images (dead rising)

Main character policeman/zombie

These are just a couple of ideas for the main playable character. the image on the bottom right is along the lines of how i would like this character to look. i want him to look like a zombie and that hes been tortured but i still want to see that he was a police man before he died.

story idea

The game is going to be about a man who has been experimented on and wakes up in a coffin. He gets flash backs of his torture that shows him where and what happened. when he gets out of the coffin he sees his reflection and thats when he realises hes actually dead...a zombie. He looks for revenge and goes after the people who have done this to him. he battles off henchmen of the corporation and recruits zombies to help him by biting people.


I have chosen to theme my game on horror as it seems to be very popular in the game industry right now. A lot these games have similar looks to them so i think it could be useful for me to explore them now before i try getting into the industry.

I wrote a list of things that relate to horror and i decided to go with a zombie game. I know its been done many times before and evryones probably sick of killing zombies so thats why i have came up with the idea of you playing as the zombie and you doing all the scaring and disease spreading. Now i know there may be a game like this already in existance but i cant think of any so i am going to go ahead with this idea.


The area of animation i would like to get into is cg modeling in the game industry. This is why i have taken this opertunity to progress my skills in Cg modelling.

what i aim to acheive from this project: I am going to design a game and make two of the sets/environments for it, one interior and one exterior. If i can also fit making one of the characters into the schedule then i will as i feel it is something i need to improve on.