Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, 8 December 2014

Side Scroller Game - Post Mortem

So the last six weeks of the course have been taken up by one year wide group project. As a year we were to create a fantasy side scrolling game in Unreal Engine 4.
We were tasked to create four levels with the themes hot, cold, scary and happy, four NPC's and two main playable characters (male and female.)
The year was divided up into different teams based on their chosen skill. I worked on the character team and was given the task of creating the two main playable characters.
As the idea developed the main chracters eveolved in

I feel one of the things that went well for me this time round was my time management. I completed the two characters well within the time frame and keep to the deadlines we were set along the way.
I am happy with my designs and felt that this was a good learning experience for me to work on my anatomy, proportions and cloth sculpting skills.




My main disappointment with my own work is that I feel my material definitions weren't up to scratch. I feel that they need to read better as what they are. I also feel the colours are a bit blocky and need more variation and wear and tear. I will be redoing/improving the textures before putting them up on my portfolio.

The main problems I encountered through out this project were adapting my work pipeline to be suitable for the group project. Working as part of a group requires one to be flexible in your job role and be able to adapt to situations.
The main way I overcame this issue was that I talked to the other teams and worked out what other departments needed first and prioritized certain parts of my pipeline. For example, the engine team needed the rigged character to test in game, so I rigged the character first and textured later.
Another problem I encountered was in deciding the colour palette of my two characters. It was particularly challenging as the character must fit into all the levels, which all have different colour palettes.




To work out what would work best, I placed all the screenshots of the levels together and did paint overs of my characters in each scene, to see what would be consistent across the levels.
If we were given a similar project again I would have done all of my detailing in zbrush first. I ended up hand painting all the albeido and height maps for the belts, shoes and boots. At the time I thought I would save time but it actually took me longer than sculpting and baking.





I was relatively happy with the outcome of the project, it is certainly a nice feeling seeing your characters running around game levels.  It was a great experience to work as part of a larger team and work towards the same goal. I would like to redo some elements of my character for my own sake as I would probably give the characters a different colour palette to suit them better and improve my materials.

Kat

Friday, 10 October 2014

Back to uni from a valuable summer.

I'm back in Leicester, commencing my final year of uni... oh dear, final year eekkk.

So, it's coming to the close of the second week back and it already feels like we have been here for ages. Been great catching up with everybody and with a fair few of us off working in industry over summer there has been lots to talk about.

Speaking of working over the summer I had an amazing chance to go work at Exient in Leamington Spa for 3 months.
Exient are a mobile games developer, past titles being Angry Birds Go, Angry Birds Star Wars and Diggs Nightcrawler (full list on the website.) I had the opportunity to work on the latest mobile title and given the opportunity to work on concepts, models and other art jobs.
My time was really great there as I learnt so much about the working environment and the games pipeline. My design and concepting skills improved thanks to my time there, but I think the most valuable thing for me was actually learning how to function as part of a games development team, learning to adapt.

My style of working changed so much from the way I work in uni, any sense of preciousness over work goes out the window and a sense of the end product as the ultimate goal becomes prominent. It's about working efficiently and to a good quality in a decent amount of time.
Within my two weeks back I can already tell that my work ethic has been changed for the better, albeit I don't always like working after 6pm anymore, but I now can properly focus 9-6 and feel a lot more productive.
It really has been an invaluable experience and the team there are a genuinely amazing bunch of people, I found it easy just to fit into the team and get on with work, it was sad to leave so soon.

I'm fully back into the swing of things with uni work, first weeks task to create materials in Unreal Engine 4 (which is super awesome by the way!) so playing in engine has been a nice warm up. And straight onto a small group project and getting to do some character work.

Kat

Wednesday, 2 April 2014

Interactivity design

Companies are always trying to find ways to innovate and involve the player more with the game. They want them to interact more and create a bigger sense of immersion.
Motion control has been on the rise over the last few years with the PS2 introducing the ‘Eye toy’, Nintendo creating a whole console around the use of the Wii Motion controller, and moving on to the Wii U. Microsoft and Sony have been playing around with the Kinect and Move.

The Wii U features a touchscreen pad which can supplement or replicate the television.  For example, when playing Mario the pad gets the maps as well as having the playable area on the television screen. For first person shooters you can buy plastic replica guns that the Wii Motion controllers slot into, which requires you to use it to aim and shoot the targets.  Using it like an actual gun.
This is all very interesting, but since its release it shows that people are less into the physical exhaustion to play a game and opt for the sofa and a bowl of crisps.
Playing an aircraft simulator, you a buy a joystick, because pilots use those right?  You buy s racing wheel to play a racing game (or truck driving simulator in my boyfriends case) and pedals and a gear stick. Devices like these were popular because they were accurate to the game and helped immersion.  Things like rumble controllers have a similar appeal, they just add that bit more depth to the playing experience.
This kind of interactivity is quickly getting out dated, with technology moving at record paces there are new exciting things coming out all the time. The most exciting and relevant at this moment in time is most certainly the Oculus Rift.

The Rift is an upcoming 
virtual reality head-mounted display, being developed by Oculus VR. During its period as an independent company, Oculus VR had raised US$91 million for the development of the Rift.’ - Wikipedia

So with so much money being pumped into this project it hold a lot of potential. It allows the player to actually be within the game, there have been many interesting and exciting examples of its use over the internet, my personal favourite being;


The Oculus in addition with omni treadmill seems to be the most exciting and most immersive gaming platform to date. The potential for them both will give a really immersive experience (even if you might look a little bit silly!




Tuesday, 10 December 2013

Game Engines

So, what is a game engine? My understanding of a game engine is that it is the place where all the elements come together to create a playable game. The main thing I use them for is to create a playable level to showcase assets I have been working on. Things like 3d assets, textures, terrain, sounds, AI and other scripts come together in one place to create a final product.
There are many different engines to choose from so it is important to choose correctly as things like lighting and shaders are dependent upon your choice.
The amount of different effects and elements you can achieve also depend on the engines features.

So, most engines are based on licencing and again prices can vary depending on which you are looking at. So some companies choose to create an ‘in-house’ engine; ‘In-house’ engines can be a very viable option as it gives the developer the freedom to have any features that are necessary for their game. If they have the time, money, staff and patience to create one (and make it usable for more than one title) it can be very effective in the long run as they will avoid licencing and royalty fees.
While some developers may opt for ‘in-house’ engine, a lot of companies will still choose the licencing as it may often work out easier and cheaper. The benefit of using well established engines means that the bugs have already been fixed and there are often lots of tutorials available. While some engines can limit the visuals or features of a game, more commonly used engines like Unreal Development Kit (UDK) is known to have adaptable styles. While UDK is relatively easy to use and offers great features especially for first person shooters, it may prove a challenge for other types of game (not unachievable, but more of a challenge.)



All  above created using UDK (Bioshock Infinite, Dishonored, Mass Effect 2)
So, UDK still one of the most used engines boasts a variety of different titles and different visual styles, it is popular because of its flexibility and versatility. Because it is so widely used there are plenty of online resources to help with achieving a variety of different features and styles.
Another reason it is so popular is because of its node-based shader system, the layout is somewhat similar to other texture and shader compilers and is easy to grasp.
The lighting in UDK is not real time and is baked onto a lighting map. While this does not limit the lighting effects you can achieve, plus it is a lot cheaper than real time lighting, but it does take up extra time making sure all the lighting maps are correct.



All above created in CryEngine (Crysis 3, Far Cry, Ryse)
Another popular engine is CryEngine which was originally developed as a tech demo for Nvidia, which after its potential was realised was made into a full game engine. Crytek are re-known for creating beautiful games with ground breaking graphics and their Engine sure doesn't disappoint. The real time lighting is stunning and it has an easy to use flow graph system for shaders and in-game events. While it is relatively easy to jump into (with a bit of prior knowledge of other engines) it still requires a bit of adjusting to get used to importing assets. It makes it easy to create levels that look pretty good and as an artist it is pretty simple to get triggered events and other effects working without having much knowledge of programming.
However, CryEngine is not nearly as flexible as other engines and the lighting is set up for photo realistic styles. So trying to create a more stylised or cartoon-y effect can be a challenge. Also, because of the lighting it is often easy to distinguish when a level has been created using CryEngine.



All of the above created in Unity Engine (Guns of Icarus, Kerbal Space Program, Anna)
Although I do not know much about this engine, I feel it is worth a mention; Unity. Unity has long since been regarded as an engine for hobbyists and amateurs, but since its development it has drawn the attention of many companies. It’s vast tools for mobile games and has a pretty cheap licencing fee have helped build its popularity. It is easy to access and is surprisingly versatile with plenty of shaders and tools available. Unity is also well rated as it works for browsers; the Unity web-layer enables Unity levels to be accessible via internet browsers, as well as created and played over the internet with hardly any download necessary. Another important thing to look at is the fact that it imports max and maya files which helps speed up the work flow.
However as it is still being improved the lighting is not amazing, especially when competing with CryEngine and UDK; but there are plenty of plug-ins available from companies like Marmoset, which help improve this tenfold.
Obviously there are lots of other exciting game engines out there; these are just the three I am most accustomed to. It is worth researching other engines as they can offer even more different features and effects that would be more suited for whatever project it is you are working on. It is always worth looking out for new engines as well as the market is constantly changing so new programs will be developed to suit its needs.

Friday, 22 November 2013

Level Design

Level design, would seem somewhat different to the kind of things I would usually think about when designing something. Level design is driven by player interaction, and from my research I would say it seems to be about a harmony between game mechanics and visual design. I would also argue it is also about telling a story without using words or dialog.
I read an article (by Dan Taylor on Gamasutra) on key principles to good game level design; the main points seem to be that player interaction is what keeps the player engaged. While I strongly agree that the interaction with the game is what helps drive the narrative along, I want to discuss the importance of visual design in a level and how it strongly aids the interactions in a game (as this is what is more relevant to me.)
While key triggers and events keep the gamer excited and engaged, I feel that it requires visual cues to draw the player through the level and create a sense of flow.

One of the first points made is;
‘In most cases, the player’s core method of interaction with your level will be navigation – the process of actually traversing the level.  Careful layout, lighting, signage and other visual cues should create a natural “flow” to the level that guides the player instinctively through it.  From an aesthetic aspect, a game’s levels should all work together to create a consistent visual language, through the use of colour and form, that the player can learn, to progress intuitively through the level ‘



So after the level and interactive elements have been blocked out then the visual work must support this set up by leading the player to where they need to be and without being too obvious. It is important to still leave the player with a bit of autonomy, it would make sense to still have areas hidden from the player as to make levels replayable and encourage the player to explore and be rewarded for that. Again it would seem that it is all dependent on what type of game it is as to what level of exploration verses obvious direction there is. 
The main ways of trying to lead the player with design would be with lighting, signage and clear direction. Interestingly, I would argue that this relates very well back to the visual composition I was discussing in a past post; the way a scene is composed can strongly effect where the players interest is drawn. Trying to think about it as what is the first thing the player would see, and how will we get them to look over to where the entrance to the next area is. Similar elements like high contrast areas, arabesques and coincidences can get the player headed in the right direction.




I feel that thinking about level design in this way may help to improve upon the interactive elements in a playable level. If those elements are pivotal to the progression of narrative, then we need to visual cues to get the played to the right area at the right time.  Visuals are very important to level design.

Monday, 11 November 2013

Visual Composition

Visual composition was never really something I properly thought about in my past work. My uninformed approach is normally to just go with what looks right by instinct and just settle with that.
Yet after being introduced to composition techniques in my visual design classes, my mind has well and truly been blown. I have had a glimpse into the importance of design, to think smart when creating an image, and to look further than simply the rule of thirds.  To be honest overall this year has been a mind changing roller coaster so far.

So, what did I discover? Well, there is a reason that masters work is so timeless, they were using incredibly clever and structured techniques to create an image that does exactly what the artist wants it to do. They understand what draws a person to an image, where do they look first and why? Once they understood this they started using set formula that means they can make the viewer see what they want them to. This is only in regard to visual composition, not even touching the other areas they had outstanding understanding of. 



I have also been reading a blog (http://www.ipoxstudios.com/canon-of-design/) in which these techniques are much better explained. I have only just started to get my head around it and I still have a lot to learn, I’ve had a glimpse but the stuff these guys were doing was so vast.  The author has been doing daily posts regarding different areas and explaining a lot of it so that I may start to understand what they were doing. I am hoping just having a basic understanding and trying to incorporate it in my own work will help me improve. 

It is odd to think, but what exactly have I been doing in my art education up to this point? It continues to baffle me how after 7 years of art education they failed to even properly mention basic drawing techniques. No wonder society thinks we just sit around drawing pretty pictures all day.

I really enjoy the blog posts where the author take the time to sit and break down some masters paintings; showing some of the thing they were doing. The link above is an analysed painting by William Adolphe Bouguereau and it is nicely broken down into the different elements used. 

Study and composition analysis by Miles Johnstone


My own analysis and study of 'Miss Elsie Palmer by John Singer Sergeant'