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

Tuesday, 21 October 2014

King of the Dead

Yesterday we handed in our first little project, it was a group project titled 'King of the Dead.'
The brief was to produce quality work and original ideas in a short amount of time. We were to make a character on a throne, a wall behind the character and a floor below. This was to be compiled in UE4, be visually striking and encompassed a unique idea based around 'King of the Dead.'


We started our project by establishing what we would like and what we wouldn’t like to have in the project. As we were encouraged to think outside the box and come up with a unique idea we decided it would be best to avoid typical themes like the grim reaper, excessive black, day of the dead etc. So after putting a general pinterest board together we narrowed our ideas down to two main starting points. The first idea was that of somewhat different, a mouse surrounded by cat skins, The roles reversed to create a comical dynamic. The second idea being based on the idea of a lake that is deathly (based on a lake in Tunisia that kills any birds that land on it) and the film Under the Skin where the main character tempt men to their death. Our visual cues for this idea were mainly like a white beacon in a dark environment, main focus on the character, the contrast drawing the eye.
We decided to go with the second idea and focus on it being very ethereal and almost enchanting.



Style Inspiration - Otto Schmidt
Style Inspiration - Otto Schmidt

I started with a few concepts to establish mood and think about composition, after meeting with the rest of the team we decided that one of us should see whether our base idea would work in engine. So while the others finalised concepts I started setting up placeholders in engine and working out how to create a convincing water texture, particle effects, etc.

My mood thumbs
Final Concept by Finn

After setting up a basic place holder level I created a water material, atmospheric particle effect, atmospheric fog, first pass of lighting.
Once we had the concepts finalised I went on to add more accurate placeholders, closer to the concept, so we had the composition we were after. I also added the planes around the placeholders for the fog alphas, and applied Finns textures once he had painted them.


Paint over of Chelsea's throne concept to decide the pose
Progression of the placeholder level to the final level

With the placeholder level set up we could move onto assigning jobs from the asset list. I was assigned the character body. Using Ed, Rachel’s and Chelsea’s concept I did a quick visualisation on the throne to decide the pose. With the pose established I could jump into zbrush, get the sculpt down, retop and get it all baked and textured.
In regards to the texture I kept it pretty simple as I knew I would be using emmisives on the character as it will be the main focus of them image. 



Once I had finished up the character I moved back to the engine, getting the lighting sorted once everyone had dropped their assets in, quickly modelling the boat and polishing the finished look. 


Overall this project went really well, we quickly managed to unify an idea that we were all happy with and we managed to organise our time so that we finished in advance of the deadline, giving us time to meet some stretch goals. 


My only concern about the project is that I ended up doing the majority of the engine work. I tried to encourage others to have a go but I think because we encountered a lot of problems trying to move the project from computer to computer it meant that people didn’t get to use the engine as much as they would liked to have. 



We managed to stick very closely to our key concept and create our own unique stylisation inspired by the source artwork by Otto Schmidt. As much as we would have liked to get it closer to the art style, I think in the time we had it was not completely realistic. Being able to create material shaders and other technical things to get it to fit the style exactly would take longer as we would have to work out how to do it, which would be quite complex. I feel we created a great interpretation on the style which is still ethereal but stylised. In the future I would like to spend more time working on the technical side of creating a stylised look in engine. 

Wednesday, 15 October 2014

Angry Birds Transformers!

Guys! The Game I got to work on over summer was released today! Get downloading!


It's called Angry Birds Transformers and I had the chance to work on concepts, models and other art jobs for this project.

You can get it on iOS now and on Android at the end of the month!

It's super fun retro 80's style transformers for the new and old school transformers fans!

Check it out!

Downlaod for iOS here!

Gameplay Trailer

VHS Rip Trailer



Music by Vince DiCola and Kenny Meriedeth