Wednesday, 8 May 2013

Final Interior

Here is close up shot of the entrance door, a dim lighting effect created with a point light with lower intensity. As you approach the door you can hear the house alram getting louder. The door bell rings when near and the door opens.
Here a screenshot of the hallway, the hazards include broken glass from mirror, books on floor, candlelights are not in a safe place. (obstructions) Background noises house alarm.
 Close up of the hazards and of the mirror. The smoke detector is going off in the hallway.
Tripping hazards in the lounge, cardboard boxes, wires, plugs, tv running static. Smoke from the plug giving out electric sparks. See screenshot below for close up.
 Sound of the static charge can be heard.
 Screenshot of the lounge, candles on the table lit. Fire created in the fireplace.

Mirror smashes when player collides with the ball with a loud sound of breaking glass to add to the chaos.

Screenshot of the kitchen with fire sound, trickling water sound, microwave sound.
 Gas burning, chip pan on fire with smoke, kettle boiling and steam coming from it.
 Mop and cleaning products on the floor, tripping hazard, slippery surface (puddle on floor)

 Sink full of water, plates and knife on the edge of the worktops.  Rubbish also shown.  
 Microwave plate and food rotating and catching on fire.
 Hallway corridor - smoke alarm going off.
 Lounge with lights switched off.
 Landing with tripping hazard on the floor wire, plug socket - electric sparks.
 Bedroom with tripping hazards, straightners left on the floor giving out smoke.
 Tv playing on loop with audio. Light switch can be turned on and off.

 Globe rotating. Cupboard and draw left open.
Screenshot of the upstairs corridor.

Final Major Project

Final Exterior of hazard house.

Overall I am pleased with the outcome of this project. I believe I have captured the lighting and composition well. The lighting used for the exterior consists of point lights and a directional light. I have used spot light for the sides of the house highlighting the windows and for the street lights. The alarm light flashes, and the street light flickers. The environment setting is at dusk on a cul de sac.
Right view of the street with further houses visible in the distant. I have created a box colliders around the areas of the street and houses where player is restricted.
Left view of the street. The other houses in the distance in darkness the street is serene and quite compared to the house.

Ariel view of the street and its surrounding.
Front view of the house.

Side of view of the house with a spotlight to highlight the windows.
Close up of the window - transparent, reflective, shiny windows.
Back view of the house.

Back view close up windows.

Close up view of the bay window viewing inside.