Monday, 16 December 2013

Christmas Update.

The Christmas break is here and I’ve been reflecting on my formative feedback and the term just passed.

I had a rough start at the beginning of this term, with a few mini crisis's about what I wanted to do with my life.
The deviation from game art at the start was mainly due to the fact that 2 weeks prior to starting back I had my back two molars removed and was on the absolute limit of painkillers that I could take. The withdrawal from being on these for so long caused some adverse side-effects which hit me for a number of weeks into the new term and caused a big impact on my work for that time, it was sloppy and not acceptable and it has shown in my formative assessment.

Over the break I have been told to redo most of my Visual design work thumbnails, finals and such, and no surprise, but I’m actually happy with this, I started the other day and already see massive improvements and what’s more I’m enjoying the work.

In Game production I faired much better, because of the longer time scale projects the period at the start had much less of an impact in 3D. So my work reflected this.


My only qualm about 3D was the fact in the blitz building project I did not assess the proper technical requirements for the brief, namely the tri budget. The surrounding buildings were at an average of 10-15k tri’s where as mine fell short -with the building showing this- at 6-7k tri’s. I really need to be very careful with this as faults like this would be unacceptable in industry, every asset has limitations to it’s tri count for a reason, and it is paramount that artists stick to them.

In lue of work that i have yet to screenshot/take photos of i will leave you with this meme:

Monday, 2 December 2013

Task 18: Elements of Game Technology, part one: game engines


‘Research the different kinds of engine, their advantages and disadvantages, market penetration, usability, technology features and what games they support.’

There are many different game engines for different purposes, platforms, genre, gameplay style and you cannot asses pros and cons of any until you are decided on those things.
Once you are, however you can begin to narrow down the choices. The main deciding factor will ultimately be does the engine give you tools that you will need/ use, in the case of the Frostbite 2 engine, well yes it does, but for more a shooter biased stand point. The engine focuses more on achieving fluid animations and physics along side map destructibility and map scale.

Where as engines like Unreal engine 3 and CryENGINE 3 are geared more towards advanced tessellation, minute details and displacement mapping.
(These are very limited overviews, each engine has it’s own focus, tools and unique capabilities.)



A small list of more popular engines:
FrostBite
Unreal
Unity
CryENGINE
Source
Blender
RPG Maker
BigWorld

Now usability, I would say that bottles down to the big three engines that have been made available for free download: Unreal Engine; Cry Engine; Unity engine. Now I cannot speak from personal experience about all three however I can about UDK. The Unreal Engine 3 is a complete game development framework for next-generation consoles, providing a vast array of core technologies, content creation tools, and support infrastructure required by top game developers. From personal experience it is more or less like learning 3Ds max, time consuming, daunting at first, however quick to pick up and remarkably powerful tools when you know how to use them.

Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars.

Unity supports a variety of platforms using a single editor. It supports advanced visual effects with shader material support.


Cry engine is Next-Gen ready with scalable computation and graphics technologies. CryENGINE 3 is the only game engine that provides multi-award winning graphics, state-of-the art lighting, physics and AI, out of the box.

Rather than me lengthily write the features I thought these videos would better explain:
Features of Unreal engine4:
Features of CryENGINE3:
Features of Unity4:

Finally I will list the most recognisable games made from these engines:
Unreal:
Batman Arkham City
BioShock Infinite
Dishonored
Borderlands 2
Gears of War Series

Cry Engine:
Sniper Ghost Warrior 2
Far Cry 3
Crysis series
Undead Labs - Class 3

Unity:
Kerbal Space Program
Call of Duty®: Strike Team
Deus Ex: The Fall
Guns of Icarus Online

External References From:

Task 16: Elements of game design, part eight: documentation


For this exercise, I’d like you to look at producing an outline and a technical
specification for a game.

Outline:
To create a third person, stylised fantasy action game with a linear storyline aimed towards a younger audience (7+).
The game will release across the console platforms of last gen (xbox 360 & PS3) and next gen (xbox one & PS4) hardware. It will feature 6 different ‘heroes’ or varying attributes and abilities that can be leveled along side 4 unlockable heroes through game progression. The main gameplay style will be one of a dungeon crawler in gameplay style, however inside a bright fantasy setting.


Software will include:
3ds max
Zbrush
ndo2
dDo.
Xnormal.

Aims:
Ability to produce, vibrant, stimulating environments for the younger audience.
To create an engaging, interesting story capable of being followed by the age group.
Use asset and environment budgets adequately and effectively for the best results, i.e.: mesh density, topology, clever use of maps for added detail, damage, wear and tare.
Make use of varying, interesting sound design throughout the game, varying area to area, don’t want the audience to tire of the level sound five minute in.
Imaginative upgrade/ perk system, no limits here, explosive radio controlled water bombs, fire auroras etc.

Technical specifications:

Heroes (main playable characters):
<12k Poly limit
LOD’s for 3rd person gameplay, battlegrounds and character/ upgrade selection.
<1024 main body diffuse, normal, specular, gloss (Max). (optional emissive map)
<256/ 512 added accessories.

Effective use of texture budget.

NPC:
<4k Poly limit
LOD’s for 3rd person gameplay and battlegrounds.
<1024 main body diffuse, normal, specular gloss (Max). (optional emissive map)
Effective use of texture budget.

Vehicles:
<10k Poly limit
LOD’s for 3rd person gameplay and battlegrounds.
<1024 main body diffuse, normal, specular, gloss (Max). (optional emissive map)
<256/ 512 added accessories/ decals.
Effective use of texture budget.

Environments:
<400k Poly Limit
LOD’s for displacement from player, 2 iterations.
<512 tillable textures, normal, specular, gloss. 1024 if absolutely necessary.
Decals and floating planes for breaking up textures.
Effective use of texture budget.

Props/ Scenery Objects:
<3k Poly limit
LOD’s for 3rd person gameplay and battlegrounds.
<512 main body diffuse, normal, specular gloss (Max). (optional emissive map)
Effective use of texture budget.

External References From:

Saturday, 30 November 2013

Task 16: Elements of game design, part seven: level design


In early days of video games, a single programmer would create the maps and layouts for a game, and a discipline or profession dedicated solely to level design did not exist. Early games often featured a level system of ascending difficulty as opposed to progression of story-line.
The first game genre that required significant amounts of time to design areas were text-based games, 1983's Lode Runner was one of the first titles to ship with a level editor, and its designer, Douglas Smith, reputedly paid neighbourhood children to design levels for the game.


Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modelling, and the placing of game specific entities.

But not only this, there are other factors like: What technology will be used for this project?, What kind of project will we be building with this technology? These are factors that need to be answered along side budgets and time scales. Taking a master deathmatch level designer and asking him to create sprawling landscapes for an Everquest style Massively Multiplayer Role-Playing Game would be a big mistake. Even if the designer were able to adapt and create great content then the time and overhead taken to train him in the new design and direction would not be worth the effort.

When designing a level, much like designing a concept, there must be an iterative process, the very first idea nine times out of ten will not be the best, changes must be made in the same way as altering clothing style, colour variances with level design, whiteboxing, concepting and overall ‘Gameflow’, the mystical "life force" that makes a good game fun and it is very much a reward-response system that challenges the gamer and then provides a "treat" for completing tasks.


Multiplayer gameflow varies quite a bit from Single Player gameflow; it is more about rationing risk and reward in a social environment. A Level Designer who is building for a Multiplayer-oriented title is much like a playground architect. He’s building the space where real people will be driving the game and experiencing the action firsthand, the gamers themselves largely dictate the gameflow. Designers also use placed elements like AI or using the story to prod the gamer along for similar results.



Another process in level design is to create a sense of freedom, to Let the player think he has a choice in where to go and what to do but gently guide him to his destination. However in reality it is controlled freedom and in level design this topic surrounded by much debate, if a player gets the freedom to go anywhere and do anything then they will rapidly get lost and frustrated. By utilizing the level design and creating a more linear experience it will give the illusion that there are multiple paths to choose which the player will then get the best of both worlds, the seemingly open world freedom he desires, however still feel like he made the decisions to get there.

One final part I want to mention on the topic would be sound.
Designers must work closely with sound technicians to assure a compelling and exciting audio experience. No matter how good the talent is, the monster that is in the gamer’s head is always scarier than what is seen onscreen. The sound for scenes can ultimately immerse the player within the generated world, great designers use this like a drug, using short sequences that match the moment, horror, war, peaceful etc. to really emphasize the scene and create a want to continue for the next ‘hit’.

All in all, level design is most certainly an iterative process of planning, construction and testing repeated over and over through each iteration until the end result is satisfactory.

External References From:




Task 15: Elements of game design, part six: visual composition

The term composition means 'putting together,' and can apply to any work of art, from music to writing to photography, that is arranged or put together using conscious thought. In the visual arts, composition is often used interchangeably with various terms such as design, form, visual ordering, or formal structure, depending on the context.

Composition of  piece, be it traditional, digital, 2D, 3D is vital for visual appeal and overall success of the said piece. The piece can fail drastically if grounded in sloppy or poorly thought out composition.
Things to consider when planning a composition:

Line.
Line is possibly the most basic element of visual composition. Strangely enough though, lines don't actually exist in nature. Lines serve many purposes in visual composition. They can divide the composition, they can direct the viewers eye, they can define shapes and they can make a statement to the feel or interpretation of the image by the viewer.
Vertical Lines
Vertical lines create a bold statement. They tend to suggest power with a strong foundation. They indicate a feeling of solidity.
Horizontal Lines
Horizontal lines indicate stability as well, but in a much more calming way. They suggest balance, harmony.
Diagonal Lines
Diagonal lines also create a strong feel, but indicate a sense of energy or motion. Mixing diagonal lines with vertical or horizontal lines can create a nice blend of power and dynamics.
Organic Lines
Organic lines often come from nature. The start to introduce feelings of chaos, complexity and beauty. Lines that suggest lightening have an angular quality and could seem intense. Lines in patterns like grass or wheat fields might suggest a sense of calming beauty.
Implied Lines


Implied lines are possibly the most interesting if used correctly. Implied lines in composition don't exist at all and are not even shown visually. They are created with directional elements such as shape, hand gesture, eye contact (or direction) etc. They are possibly the hardest elements to work with, but usually have the strongest impact when done well.
Examples:



Shape.
Shapes are defined by contrast of differing light or colour areas, they can be geometrical and or abstract. At their most obvious they tend to be object identification. A silhouette of a chair can be identified as a chair because its an object just about everyone can identify. Same with any other subject or shape of familiarity.
Cropping
Cropping can be done either with the entire composition, or by obstructing the subject by other elements of a composition. Cropping refers to the information you are willing to give the viewer.
Scale
Scale is important to draw attention or bring a sense of size to something that's not obvious.
Scale can also be created using perspective. Objects closer to the point of view are larger in scale than the same object far away and are treated as more important.
Focus
The use of focus or blur in art and photography allows the artist to draw attention and create a sense of importance about a particular focal point.
The amount at the discretion of the artist and can be use to give drastically different effects, a little bit of blur can create a sense of abstraction, nostalgia or even subconscious representation, while extreme blur can turn shapes into simply textures.
Lighting
Somewhat similar to focus, lighting can also bring emphasis to a subject that's brightly lit and less attention to subjects that are over and under lit. This effect can be similar to focus and blur but objects will retain their outline definition as long as they are separated from the background. 


Negative Space.
Negative Space is the technique of using elements of low impact to contrast your subject in a picture. Negative Space isn't always a flat colour, its a contrast to the high impact nature of the subject. This could be a flat colour, but could also be an area of low contrast, low texture, subtle gradient.

Rule of Thirds.
The Rule of Thirds is a common technique for achieving balance in your composition. If you subdivide your photo into thirds both vertically and again horizontally, you'll wind up with an evenly spaced grid. The sections where lines cross are points of interest. These points are where you want to place your subject, parts of the image where you want attention to be drawn or show points of activity. Rarely will you use all four points - many times one or two - but this is what creates balance in your composition.


Sub Framing.
Sub framing is simply taking an object or subject in your image and framing it with lines within the composition, thus having a picture in a picture and giving emphasis to something in the composition.
Mastery of all these elements and implication of them in works far surpass the end product of random chance, it will be one of an iterative process of conscious decisions made to control the viewer to see the composition, unconsciously as the artist intended.


The research stage of this post has really opened my eyes on this topic, it has really been a learning experience with quite a number of web pages saved to revisit. The ideas brought forth In various techniques to almost modularise -in a way- your work so that it is repeatedly visually appealing from a stand point of almost mathematic like decisions.
This also lessens the daunting cloud around planning large and or complex painting for me, the idea of completing a process like one of these really boost my confidence.

External References:

Thursday, 28 November 2013

Another Update!


I know what your thinking, it must be a blue moon for me to actually post twice in one week, I said I was getting back into this and that’s actually what I’m going to do.

Right, the new project is the self portrait, mortal engines project which is a 3D project in conjunction with visual design for the preliminary stages planning and concept ideas and overall creation of the character design. The character needs to be a self portrait style and should be themed through Philip Reeve’s science fiction novel ‘Mortal Engines’ as is suggested in the title.

Starting this project was a bit of a second priority at the time around 2 weeks ago because of the Blitz building and Vehicle projects and I am annoyed to say that all I managed to get done were some Pinterest boards and simple silhouettes, which have now been completely scrapped and redone:

The current standing on the project is a fleshed out concept of a Navigator character, which is in the middle:




The two concept to the left and right represent different styles I was looking at, at the time, of which I then combined along with one of my original ideas of the simple waist coat and shirt combination to give an smart, classy feel.


I really wanted to get a hood incorporated into the design, although I suspect I will curse this decision later down the pipeline when I try to rig the character.


More updates and blog tasks on the horizon.