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Roof Change
I had been working on some modular roofs for the game and prepare assets for a bake of some Venetian style tiles. However it has now been decided by the team that the player will be able to access and travel atop the roofs. For this reason it was decided that it would be best if the roofs were now flat as to not cause issues with collision and navigation.
This is a little frustrating but it cant be helped.
These assets will no longer be used and so I have stopped work on them.
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Street Props
The streets in the game felt a little baron to me so I made some props to populate them. I think the addition of props will make the environment feel more alive and believable which is always a positive.
The props include:
- A fire hydrant
- Cones
- Crates
- Bins
- ATM
-Canopy
The fire hydrant prop was something I did to make the scene more believable.
The props can also be beneficial to Simran when it comes to level design, as the bins and crates could be used as cover for the player when fighting the robots for example.
I made a canopy to go above some of the ground floor assets. I think it helps break up the the buildings and also adds some detail at eye level.
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Lighting
I said I would work on the lighting for the game as nobody else felt too comfortable with it. Within my test scene I tested different lighting styles and after some trial and error, I eventually finished on a lighting style that I think both matched our original planned aesthetic but was also eye catching.
Our desired synthwave style meant that the colours we would feature most would be pinks and light blues. This is something I incorporated into the lighting as a whole. I modelled two types of lights for use in the level. One being street lights and the other being wall lights, which would be used where street lights wouldn’t make sense.
I made changes to the; sky sphere, sky light, amotspheric fog, and I added exponential height fog and also a post processing volume.
Various changes to these different components all came together to create the lighting as a whole. I also made a a day version of the lighting simply by adding a directional light.
I have also made emissive planes to be placed within the wondows to add a little more life to the environment.
Unfortunately I haven’t had much access to the actual game file so its been difficult for me to put the time in to be able to fully recreate the lighting in my test level.
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The Minigun
We didn’t have any of our own weapons in the game and we were already weeks into the project. I decided that I would make a weapon for the game so we had something to test with other than the standard unreal weapon.
I decided I would make a minigun as Aaron said he was going to work on an assault rifle and a shotgun. I felt the minigun could be a special/rarer weapon in the game that would be fun and satisfying to use.
I looked at real life examples of modern miniguns and I ended up really liking the design of aircraft mounted versions. Whilst looking at examples I began to model the weapon. I wanted to have a decent poly count to work with as the weapon would be up close to the player when in use.
During the modelling process I made sure that the barrels and the rear of the gun were separate. I did this so that the barrels could be made to spin independently of the rest of the model when the weapon was being fired.
I tried to incorporate the design of the weapon into our visual theme. The asset features the two most prominent colours in our game (pink and blue) as emissive lights in selected areas. The majority of the weapon is a black metal with areas such as the trigger and wires being plastic/rubber etc.
The matching pivot point allows for the barrel to be rotated when shooting.
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Creating The Robot
After we were still without a robot I took it upon myself to create one. Although this wasn’t my job initially the game needed the enemies in.
When designing the robot there were two key things I had to keep in mind 1) does the robot match the game aesthetically? and 2) how will the design effect gameplay?
In terms of aesthetics I wanted the robots to match the visual theme of the game along with the environment. One way I did this was to add some emissive areas on the robot. The environment has a quite prominent use of emissive lighting and its one of the main visual styles for the game as a whole. However I also added the emissive lighting as a visual aid as to the location of the robots for the player.
Another way the robot design is important to gameplay relates mainly to its size. If the robot was too big it could cause issues with collision and navigation within the narrow alleyways. If the robot was too small then they might be awkward for the player to hit.
I made the robot levitating so we wouldn’t have to worry about animating any parts relating to movement. Also I split the robot into two parts so that we could have the bodies of the robot rotate to face the player when spotted.
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Tileable Floor Texture
I created a tileable floor texture for use in the game. Its important to have a tiling texture for the ground as it would be very apparent where the texture was repeated if not. Clearly visible and obvious seams would be quite unappealing and immersion breaking.
By using stencils inside susbtance painter I created the layout of the tiles of the floor. I tried to make sure that the tile were always the same size, paying specific attention to the texture edges. One trick I used to give added illusion of a tiling texture was to have some tiles not ending at the texture border, but instead having half the tile on one side and the other half on the other side. This meant that where people would expect to see unbroken gaps in the tiles, they would instead sometimes find intersecting tiles.
I also added different colours to a few select tiles. Doing so improved the textures illusion even further and helps trick the eye.
A version of this texture with no tile lines can be effectively used on the stairs too.
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Creating A Re-Usable Material
I have created the basis for a material which can be instanced multiple times with alternating colours. This allows for a more efficient use of materials and reduces the need to have multiple texture sets for a simple colour change. This material can be placed on all the wall assets allowing for added variety.
By converting the solid colour material node into a parameter I can create material instances with any colour I wish. Having the base colour and solid colour connect into a blend overlay means that the solid colour will overlay the original. However the material will still retain details from the base colour map,which is good.
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Full Production Work
Now we have finished our prototype and selected the 3rd prototype to take into full production I have been generating the new assets. I have scrapped everythign from the prototype as I wanted a clean start and I have also changed the method in which I use to create the models.
In the prototype I had used pre-detemined building shapes that were basically flat cubes. I would then stick the windows I had created onto the side of these buildings. Although this worked for the prototype I felt the way these assets worked together lacked depth. The visual style also looked a little too styalised in my opinion.
In full production I have been making the windows and walls as intertwining modular assets. The walls that the windows will be placed on have depth to them now which, although a simple change, has added more believability to the assets and an overall visual improvement.
All my assets so far are working in the modular style I had planned. So far I have produced a variety of windows and their corresponding walls. Also I have created a few assets for the bottom floor. At the moment these assets are a shopfront window and also an entrance asset. The ground floor assets were something I felt were lacking in the prototype and with it being at eye level most of the time for the player, I want these assets to be more detailed and varied in future. Some extra details I have been adding include gutter pipes and wall trims.
I have been uv mapping and texuring the assets as I go, only once the assets have been tested first however. To save time and to also have consistency I have been creating smart material within substance painter of the materials that I plan to feature on multiple assets.
I have also been working on the lighting as we have decided to change the time of day to that of around sunset time. At this point in time the lighting I have produced looks quite good but is open to, and will likely, be altered.
Over the past few days I have been generating a street scene within unreal with the assets I have produced. When mixed with the lighting and proper hooking up of my textures I think the scene looks quite good and I am happy with the way my modular kit is turning out.
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Feedback Addition- Research
Something that I found was lacking from this blog and reflection was a demonstration of what research I did for the prototypes and how this affected my work. This post is going to cover both historical/ real-world research and also the research I did of other artists work.
The First Prototype
For the first prototype I looked into bars and saloons of the wild west. I wanted to try and stick to actual photos as much as possible to asertain an accurate idea of what these places were like in the period. I wanted this as it would hopefully allow me to spot cliches in more modern depictions from various media but also find interesting
https://www.pinterest.co.uk/legendsamerica/
https://www.legendsofamerica.com/we-saloons/
Here are two images that I found that stood out to me and gave me a nice idea of what was common in saloons at the time and also what was variable. The curved bar in the first image and the straight bar in the second for example. The similiarity in terms of structural construction and style was also something I found useful. Although the photo’s don’t capture it greatly, they allowed me to see the type of materials used.
Simran wanted to base his level off of the saloon in Red Dead Redemption so I looked into that next and from it came most of the inspiration for my assets.
https://vignette4.wikia.nocookie.net/reddeadredemption/images/8/84/Rdr_armadillo_saloon_interior_02.jpg/revision/latest?cb=20130711195952
https://vignette4.wikia.nocookie.net/reddeadredemption/images/8/84/Rdr_armadillo_saloon_interior_02.jpg/revision/latest?cb=20130711195952
Although the game is relatively old now its was still quite useful to look at for inspiration regarding the type of assets to generate and also to see how the artists went about making the scene in terms of modularity.
Prototype 2
The second prototype was interesting for research an inspiration. I have an interest in history and architecture so I already knew about the use of arches and how they disperse the weight from above in a way that removes the need for dense walls. Additionally I had previous read about flying buttresses and their affects on architecture and the construction of churches and cathedrals in the middle ages. In my reading I learnt that the development of flying buttresses allowed for more windows in cathedrals and marked a dramatic change in the aesthetics of the structures.
https://www.shutterstock.com/video/clip-5143757-stock-footage-interior-architecture-saint-michael-cathedral-brussels-belgium.html?src=search/9lpdHYarbKM8_iDAdqB_zA:1:1/gg
The architectural advancements also allowed for larger open areas within the cathedrals. This understanding is something that I kept in mind throughout the second prototype and the creation of my assets.
Prototype 3
Our third prototype was interesting from a setting perspective. Venice is a unique city and features some interesting architectural components. Simran had visited Venice in the past and provided me with photos that he took whilst he was there. These we very useful as they often featured small details that could be hard to find if searching for photos online was the only option.
http://www.earthtrekkers.com/9-must-have-experiences-venice-italy/
The main thing that I noticed about the buildings in Venice is the vast amount of variety when it comes to; windows, building height, building colours and building styles overall. Every building tend to look quite different from the next. Whilst this was quite daunting initially, the variety of designs that were available was quite freeing in terms of the models I could generate and allowed me to mix and match designs when creating my assets. Although there was a lot of variety on show I could still see the common aesthetic style of the buildings within Venice and how they were structured. Creating this variety whilst also maintaining the common running aesthetic of Venice is something that will be an interesting and exciting challenge and something I am looking forward to in the full production of this as it our chosen game.
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Prototype Reflection
Out of the three prototypes we created and presented, we felt that our third prototype was the strongest and our best option to go with. The sci-fi venice theme was liked in our showing of the prototype and all team members are enthusiastic about this setting. Not only can it be interesting visually and a good challenge for me and Aaron, it also allows for many possibilities in terms of level design. Additionally the planned mechanics for this over-the-top, fast paced, shooter allow for interesting and challenging blueprints to be generated by Maksym. This is one of the aspects of the prototype that appealed to us. Not only is it something we all like the concept of, and look forward to start production on, it also has the ability to be great for all our portfolios. Myself and Aaron will definitely have a great opportunity to create something impressive for our portfolios. Simran has a very good opportunity when it comes to showcasing his level design abilities and Maksym has a great chance to show his blueprinting skills.
In terms of production of the prototypes I was pleased with how my contributions turned out and how the prototypes functioned as a whole. The team worked well together from the start and improved our team working skills as the prototypes progressed. We communicated and functioned well as a group. At the start of each prototype we would discuss our different ideas and each member would have a chance to say what they liked and didn’t like about every idea put forward. In the end we would have an idea that the whole team had contributed to and of which each member was looking forward to working on. After the Idea had been generated and agreed upon we would then set our tasks that we had to do for the prototype. We would go into good detail so each team member knew what they had to do. For me, as an aspiring environment artist, it was agreed that I would focus on generating most of the environmental assets, especially structural assets (with the assets being preferably modular).
For each prototype I generated effective modular kits that could be passed on to Simran for use in the level. I made sure to test my models before sending to Simran, making sure to prevent any hassle that would crop up if my models weren’t modular. As the prototypes progressed my familiarity and understanding of modular kits developed and allowed me to develop better kits in a more efficient manner. In my opinion each of our prototypes looked visually impressive considering the time-frame we had, something no doubt achieved because of good communication and planning. I was pleased with how my work turned out for each prototype and I am also happy about the development of my skills that occurred during this phase.
Specific Prototype reflection
Prototype 1
Our first prototype was the western on-rails shooter in which the player controlled a character that was under the influence of a new found drug called “Mill”. Our idea was that this drug would make the character delusional, believing that they were being attacked by strange foes. The reason we generated the idea about the drug was a method for our team to be able to create a shooter game without having to worry about generating animated, detailed, human enemies. I felt that this was a good sign that the team could discuss and solve problems and it was something that has carried on throughout all the prototypes. What we as a team created for the prototype was good in terms of communicating our core game idea, in my opinion. With it being the first time we had worked together I think we hit the ground well and was something we built on as a group.
Prototype 2
Our second prototype was a puzzle game where the player assumes the role of a medieval priest who is secretly a satanist. The priest is trying to turn himself into a demon.. To complete a level the player must acquire the hidden page, overcoming obstacles, puzzles, etc. After the page has been collected the player will learn a new spell to use in the next level.
There was a few disagreements over aspects of the idea between members of the team for this prototype. However even though some suggestions weren’t used in the final idea, all team members gave their best effort and didn’t let the disagreements get in the way. This was something that stood out to me as professional and I was glad that the team could put differences aside and just work together for the benefit of the team as a whole.
The modular kit I generated for the prototype was quite effective both visually and functionally. The prototype as a whole went well in my opinion and all team members were happy with what we had produced. We were already talking about the possibility of taking this prototype into full production.
Prototype 3
Our third prototype was an over-the-top, fast paced, shooter set in a sci-fi Venice. The player must fight off hordes of evil robots for as long as they can before succumbing to the machines.
As we thought about and generated this idea we all had a clear enthusiasm for it. Each of us wanted to make an over-the-top shooter and the setting had all of us teeming with ideas. The back and forth between the team members was top notch with this prototype and it showed how we had developed as a team. All team members had clear defined roles and actions to perform. Production was underway and I had produced a modular kit for the team.
The kit included components of buildings, path/waterways, bridges, etc. After I had produced the kit I wanted to do more for the prototype so took it upon myself to design the lighting for the scene. I implemented this into our unreal project and left Simran to do what he wished with light components in the scene (point lights, etc.). I also produced emissive materials for use in the scene to communicate our visual theme a little better.
Overall the prototype went very well in our eyes and due to its many positives in terms of each member liking the idea and also the chance for all of us to have good portfolio pieces, we chose to take this idea into full production.
Summary
The team worked and communicated well together throughout the prototypes, we supported each other and overcame obstacles and produced 3 functioning prototypes.
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Prototype 2
Our second prototype was a puzzle game where the player assumes the role of a medieval priest who is secretly a satanist. The priest is trying to turn himself into a demon. In order to accomplish this the priest needs to collate hidden pages of a grimoire that contains instructions regarding the ritual that the priest needs to perform. To complete a level the player must acquire the hidden page, overcoming obstacles, puzzles, etc. After the page has been collected the player will learn a new spell to use in the next level.
For this prototype I have been working on a modular kit for use in creating an interior of a church. I started by doing some research into medieval churches and their designs.
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Prototype 1 Work
The idea our group came up with was an on-rails shooter set in the wild west. You play as somebody who is under the influence of newly discovered drug called mill. The drug causes hallucinations blurring the lines between reality and madness. The game involves the player fighting off enemies using their guns and utilising cover to defeat the enemies thrown at them. When the player successfully clears a zone of hostiles, they will move on a spline to a new location. The game idea resembles that of titles such as the house of the dead series and the time crisis series.
Due to nobody on the team being confidant with character modelling,something that was troublesome when it came to enemies within the game, I came up with the idea that the enemies would not neccessarily have to be fully humanoid but could instead take the form of cowboy hats with guns. I felt this would also tie into After I put forward this suggestion we, as a group, discussed the idea further. We quickly decided that having characteristics on the hats like moustaches and googly eyes allowed us to have enemies that tied into the premise of the game but also aren’t that hard to produce.
My Role -3D Evironment and Prop Artist
Within the team my role is that of environment and prop artist. For this first prototype my main role was to produce modular assets that could be passed on to Simran, our level designer, to be used to construct the level. This goal was achieved so I began to create more environmental props that werent structural but could be placed to add character around the scene.
Wall models
These wall models i created are to be used as the main structure of our prototype level. The walls vary in size with some containing windows. All these assets are modular and snap together without any complications. The first standard wall model served as a basis for many of the other models I generated for this prototype. Doing this helped ensure an effective and functional modular kit.
Shorter Wall
After the structural modular kit was completed I decided that I wanted to produce more assets so I began creating props for the scene.
Barrel
Bottles
Outer Bar Table
Lower Bar Main Part
Lower Bar with Upper Bar
Piano
Support Pillar
Hand Rail Parts
Hand Rail example
Potential Bar Mock-up
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