Monday, December 12, 2011

Building_Damage_Progression

For this unreleased title, one of the first things I was tasked with doing was conceptually defining how we could take our hole punching/geo mod system to the next heights. This set of illustrations shows how this would happen on a larger scale basis.  The key aim in this portrayal is that we would have multiple hit point systems arranged based on multiple substance types. Things like steal and infrastructure would persist with greater resiliency then concrete and dry wall, etc, etc.

The first set of illustrations demonstrates a color coded substance breakdown. The next set of illustrations conceptualize the progression as it would take place.

Click the first image and roll your mouse wheel to see an animated progression.

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