Showing posts with label Post mortem. Show all posts
Showing posts with label Post mortem. Show all posts

13/05/2015

Off the Map: Post-mortem

Off the map is now handed in for the DMU deadline and its just polishing and documentation to do for the official hand-in on the 22nd of June. Its the end of second year and this project has had one of the best outcomes so far; I am really pleased with how it looks and I'm extremely proud of my team and how we worked together throughout this project.



Just a quick recap; Off the Map is a competition set by the British Library and Game City. You can have up to 6 people work in a group and you can either make a 2D, 3D or text game. This year the theme was 'Alice's Adventures in Wonderland' and you could either do Oxford (focusing on the architecture and the area of Oxford), Underground (focusing on the rabbit hole and Cornish mining) and finally Gardens (mainly based on gardens from the 18th century and the ones in the book). Our group decided to do a 3D side scroller game sticking to the underground theme.

The project started in February and to tell you the truth I have lost track of the days and weeks spent on this project (I've been told it was 3 months and a week). I'm glad that its finished but that doesn't mean that I didn't like my team or the outcome; overall its been a great experience and I learnt a few things along the way. When the project was first introduced to us there was a massive uproar due to some disagreements between tutors and students; honestly this made me really reluctant to do this project and as a year it felt that the tutors had just left us alone to fend for ourselves. Our group wasn't very even either; there was 3 character artist 2 environment artists and a UI artist, this left us with no concepters or engine people; this meant that everyone had to do concepting and I was made head engine person for our team. After the rocky start our team started to take shape; me being team leader 3D artist and engine, Freddy being lead texture artist and art director, Braden UI artist and environment artist, Denzil character artist, 3D artist and engine, Luke 3D artist and engine and Dan being lead character artist. 

Here's a quick step by step of how we went about this project:
  • Started doing mind maps of ideas we had
  • moved onto moodboards and narrowed down a style; paper crafts
  • started concepting, through drawing and photo bashing
  • Braden's concept was going in the right direction so him and Freddy worked on a level design
  • After deciding a style and a level I did a block-out
  • these were painted over to make up the final concept of the level
  • I made an asset list and everyone got started working on modelling or engine stuff whilst Dan was concepting Alice and Freddy and myself were working on finalising a style
  • Braden moved onto UI
  • We continued finished assets as I put the level together and the technicalities
  • We finished everything and got it in engine
  • polished until finished

Here's the final renders of our level:
And here is the final play-though of our level:

Right lets get onto the Q&A part of the post-mortem;

Q. Did you stick to the brief and your overall style?

A. I believe that we stuck to the brief given; we have created a playable level/game that is themed around Alice and the underground. I feel that we followed our concepts pretty well and didn't stray too far, however the whole 2D aspect of our level could have been pushed further; if it was mainly planes I feel that our level would be more visually appealing.

Q. What was the most stressful thing during the project?

A. Definitely being team leader and not having an engine person; being leader was a real strain on me. I got very irritated when people didn't listen to instructions or being asked what to do every couple of hours. When it comes to engine work it wasn't necessarily hard, I love engine however it stressed me out this project because I didn't have enough time to learn anything new due to me having a hard enough time getting a functional level together.

Q.  What strengths have you found; what skills have you learnt?

A. During this project I haven't learnt a lot technically but when it comes to soft skills I have sky rocketed. I feel that I am now a competent leader and that I could lead in any project to come. Braden has also taught me how to use the RGB channels in Photoshop to save texture space on grey-scale maps (e.g. roughness, metallic, specular and emissive). The main thing that I have found to be a strength is organisation; in this project I organised everyone and myself to make sure that everything was getting done on time and correctly.

Q. What weaknesses have you found; how could you improve?

A. A weakness that I found in myself was being able to control my anger; if something went wrong or someone didn't listen to my instructions I had to leave the room or in worst cases shouted at the person. The only way I am going to get better at this is to continue working in groups and trying to keep a cool head. As a group though I felt that unwrapping was our weakest stage; Freddy had to redo a lot of peoples unwraps, including a couple of mine due to them not being the easiest way for her texture them. Me and Freddy went through these and I have picked up a few tips and tricks when it comes to giving an unwrap over to someone else. For everyone else I feel that they need to just practice unwrapping and texturing as this was the weak spot for a few of our team mates.

Q. What went well?

A. Overall our whole project went well, there wasn't a lot of problems at all. If I had to pick the stage which we did the best in it would be modelling; this was done extremely quickly and meant that I could start putting the level together whilst things were getting textured.

Q. What didn't go well?

A. I would say that as well as unwrapping and people not listening to instructions that the last week before hand in didn't go very well. This was due to a few people being slow which meant that I had to stay up all night finishing up the level. This could have been avoided if people kept to the timeline I gave them; however problems arise without hindsight and the only thing you can do is work through it and that's what I did. 

Q. What project changes happened?
A. The main changes that happened to our level was cutting it down; our initial level design was double the size and looking back now we would have never have finished it if we hadn't have cut it. We also changed the style to transition from sepia to bright colours where as originally the level was going to be mostly sepia with a tiny hint of colour towards the end. These were both decided early on in the concepting stage so it wasn't a massive deal; we didn't have to change models or anything etc.

Q. What would you do differently?
A. If I was to do this project again there isn't an massive amount I would change; I might have done more concepting at the begining rather than settling on an idea fairly quickly. I might have also explored doing a 3rd or 1st person game rather than a side scroller because they tend to look more impressive, however I do love what we have come out with. One thing I would do differently would be to set up a measurement guide and naming convention as this caused fair few problems later in the project.

Q: What can you take from this project and apply to others?

A. I will be taking my leadership and organisational skills with me to other projects and also the RGB channel maps, as this is a great way of saving texture space. 


Q: Was this project successful?
A. This project was certainly a success, there is no doubt about it. We managed to create a functioning game that looks good and came out of our head; that's amazing and it feels great. Obviously there as a few thing I would change but I am extremely happy with my team and what we managed to achieve. 

In conclusion our team has done amazingly; our level might not win but I am very proud of what we have made and I know that other students love it too. I fell honoured to have had the opportunity to lead our team and I would gladly work with them again. 

From now all we need to do is fix up a few things in engine such as a few assets and combine maps. Dan also wants to keep on working on Alice; We also need to get all of the documentation for the official hand in ready so that the level can be submitted as soon as its perfect. I will be speaking to the team about what's left to do and hopefully get it all sorted soon.

That it for now, here's the rest of the teams blogs in-case you want to check out their awesome work:

Braden: http://bradenmay.blogspot.co.uk/

Dan: http://www.danbullockart.blogspot.co.uk/

Denzil: http://denzilfordegameart.weebly.com/

Freddy: http://cantoncreates.blogspot.co.uk/

Luke: http://lukethomasdaygart.blogspot.co.uk/


Cheerio for now.

02/02/2015

Farewell space mushrooms: Container City Post Mortem

This week has gone incredibly quickly yet not quick enough, I am happy to see the back of this project even though I love our out come. The week has been a mass of emotions and stress, plus with VFX we missed an entire day of work; over all I am physically an emotionally exhausted (this might be due to not having a day off in this entire project). Never the less lets get onto the cool shit that we managed to create in 4 weeks. 
Here is all of the assets that I made that got used in the final level:
Over all I am very happy with my modelling in this project and I have learnt a lot about modularity. My favorite two assets I made have to be my hatch and my second floor; they look visually appealing and really fit the style of the level. 
Modular hatch asset
Modular floor asset
The presentation today didn't go too badly, we didn't get negative feedback or positive feedback so we are still unsure whether the tutors like it or not. They just think we were all stoned for the entirety of the project...
But to be fair we do look like this whenever the word space is mentioned...
Overall I am over the moon with our outcome and I would have never have been able to make anything like this without my awesome group; and I am happy that we decided to not restart on this project because we have learnt so much and encountered lots of problems which we now know how to fix; we also know how to plan and go about doing a project like this again.

Without further ado here is some beauty shots of our level;
Living quarters
Habitation area
Habitation area
Over grown corridor
Over grown corridor
Over grown corridor
The bridge


The storage room


Air lock corridor
Here a quick list of everything that I have done in this project:
Assets:
  • Wall1
  • Wall2
  • Wall3
  • Wall_Room
  • Ceiling1
  • Ceiling1_Frame
  • Ceiling1_Tile
  • Ceiling2
  • Floor1_FrameAndPanel
  • Floor1_Frame
  • Floor1_Panel
  • Floor_2
  • Hatch_Open
  • Hatch_Closed
  • Airlock
  • DoorFrame1
  • Door
  • OpenShutter
  • ClosedShutter
  • DoorBroken
  • Leaves 8 clumps Collaboration with Lucy
  • Wall PC Collaboration with James
  • Amber_Poster
  • Amber_Boot
  • Amber_Banana
  • Lucy_Polaroids
  • Beth_Poster
  • Stickers x14
Unwraps & Lightmaps
  • Wall1
  • Wall2
  • Wall3
  • Wall_Room
  • Ceiling1
  • Ceiling1_Frame
  • Ceiling1_Tile
  • Ceiling2
  • Floor1_FrameAndPanel
  • Floor1_Frame
  • Floor1_Panel
  • Floor_2
  • Hatch_Open
  • Hatch_Closed
  • Airlock
  • DoorFrame1
  • Door
  • OpenShutter
  • ClosedShutter
  • DoorBroken
  • Amber_Poster
  • Amber_Boot
  • Amber_Banana
  • Lucy_Polaroids
  • Beth_Poster
  • Stickers x14
  • Wall PC Collaboration with Lucy
  • Stasis Chamber Collaboration with Beth
  • Stasis Chamber Door Collaboration with Beth
  • Toolbox Collaboration with Beth
  • Spanner Collaboration with Beth
  • Screwdriver Collaboration with Beth
  • Paper x3 Collaboration with Beth
  • Books x3 Collaboration with Beth
  • Magazine x3 Collaboration with Beth
  • Cup Collaboration with Beth
  • Knife & Fork Collaboration with Beth
  • Barrel Collaboration with Beth
  • Food Tray Collaboration with Beth
  • Cassette Tape Collaboration with Beth
  • Torch Collaboration with Beth
Textures:
  • Ceiling1_Mat- Albedo, Metalness, Roughness & Normal
  • Floor1_Mat- Albedo, Metalness, Roughness & Normal
  • Wall1_Mat- Albedo, Metalness, Roughness & Normal
  • Tile_Metal_1- Albedo, Roughness & Normal +6 Instances
  • Tile_PaintedMetal_1- Albedo, Roughness & Normal +4 Instances
  • Tile_Plastic_1- Albedo, Roughness & Normal +7 Instances
  • Sticker_Mat- Albdeo, Metalness, Roughness & Normal
  • Unique_Space_Mat- Albedo, Roughness, Emissive & Normal
  • Amber_Mat- Albedo
  • Beth_Mat- Albedo
  • Lucy_Mat- Albedo
  • Dirt_Mats- Albedo x3
  • Moss_Mats- Albedo x4
  • Rust_Mats- Albdeo x3
  • Landscape_Mats:
    • Mud- Albedo, Roughness & Normal
    • Moss1- Albedo, Roughness & Normal
    • Moss2- Albedo, Roughness & Normal
Engine:
  • Concertina Door- Animation & Blueprints
  • Stasis Chamber Door- Blueprints
  • Decals Collaboration with Lucy
So i think you could say I'm a team player, considering that two of our team mates had work over the weekend it meant that we had to work that little bit harder to make up for lost time.
Here is the final play through featuring my beautiful concertina door that turns purple because blueprints are evil! Enjoy.



Now lets get down to the Q&A:

Q: What went well?
A: For me all of my modelling and texturing went well, I hardly had any issues at all with this project, but we did encounter a lot as a team.

Q: What didn't go well?
A: Overall the planning was awful on our behalf, this was due to us not knowing how to go about making the level; none of us have made anything like this before. The lighting was atrocious and we should have done that in the first week but ended up doing it properly in the last week. Light maps overall were breaking, some of our team mates had sizing issues and the post processing and height fog were tedious to get right. Personally my main issues were with my blueprints and making the animation for the door work, lets just say it took 3 days.

Q: What did you learn?
A: I have learnt a hell of technical skills such as working with blueprints, lighting and a ton in engine; however I have also learnt a lot about myself. I have realised that I should push myself out of my comfort zone more, like I did on this project because I have created something completely different from what I normally do. I have learnt to be more confident with my skills mainly when it comes to concepting and texturing, and also to stick by what I believe and take what the tutors say into consideration but always stay with what I feel would be best. I have also realised that I tend to be quite hot headed and find it hard to work with people with the same temperament; this is definitely something I am trying to work on.
What my face looks like whenever anyone messes something up.
Q: How would you approach it next time?
A: It is obvious to me that we needed to do more planning and idea generation, so I would 100% spend at least 2 or 3 days working on this before diving into concepting and modelling. I would also do a mesh block out rather than a bsp because that set us back a few days. Another thing I would do is set up all the interactivity and lighting with the block mesh before even starting to think about modelling the final assets and texturing. 

Q: What can you take from this project and apply to others?
A:  Basically everything I have learnt and more; all the things to do with planning and how we should have started this project. For the next project I am planning on only working from 9am-5pm and then having time to do personal work at home and relax; because I have burnt myself out this project and it has been a stressful 
roller coaster.
How exhausted I feel right now...
Any who I have over the moon with our outcome and I hope that you liked it...
More to come soon.
Cheerio for now!

References:
Space Cat .gif: http://imgur.com/gallery/UTJyfEw
Angry Cat .gif: http://www.gurl.com/2011/11/19/paw-some-angry-kittens-gifs-cute/
Sleepy Cat .gif: http://www.buzzfeed.com/cconnelly/23-cat-gifs-that-perfectly-represent-your-life-s3x

14/12/2014

It's over! Bring on Christmas!

Last week I was close to finishing my albedo and I am glad to say that this character project is over; however I am glad to say I am happy with how my character turned out! (I know shock horror!) oh and pre-warning this is going to be a massive photo spam blog.

I spent a total of about 3 days working on my textures for my sloth character inducing an albedo, roughness, metalness and normal map. Here is a load of finished beauty shots in 3DS Max, UE4 and Marmoset...

After finishing my sloth I had a day left so I debated rigging him but this not being my strong spot I decided that I would model my other character instead, in threat that I wouldn't get the rigging done in time. Another factor that drove me towards not rigging was that I had deleted faces where the head sits into the ruff, which means that if I was to rig it when the head turns you would see a gaping hole in the back of his head... opps... well at least I know for next time aye?

So with a day left I managed to get my other character modelled: as shown below.
This model also came out at just under 4000 tris; with the time left I managed todo a quick paint over and get my presentation ready for the Thursday.
I did a quick paint over just to show what the two would look like together.

So lets get onto the dreaded presentation; Truly it wasn't that bad and I am getting a lot better at them. I got some decent feedback on my sloth character, that I should revisit the shape of him by looking at more reference because I lost the sloth feel; this is something I might revisit during the holiday by doing paint overs. 

Overall I am really happy with how the final duo came out considering I lost love for this project within the first week of being given it, but anyway now onto the crucial Q&A.

Q: What went well?
A: The overall modelling went very well I finished both models in a total of just over 2 days, which meant that I had more time than anticipated. The texturing also went well, although it took 3 days I do believe that it is my strongest texture work so far.

Q: What didn't go well?
A: I rushed into this project and went with one of my first ideas, I didn't leave myself a lot of room for iteration; however I don't believe that this was entirely my fault because the tutors pushed us to do things quicker than we do normally. I tend to spend a lot of time concepting so that I come up with the best idea I can; so if I was to do this project again I feel that I would take into account what the tutors say but at the end of the day listen to myself and do what works for me best.

Q: What did you learn?
A: I have learnt how to paint textures a lot better and how to draw orthographics better; I also know how I should make a model in order to rig it. I have also learnt to listen to myself more and how to take criticism even if it is harsh or childish. 

Q: How would you approach it next time?
A: I would definitely spend all the time I need on concepting to get a solid idea and then work on that rather than choosing something and getting lost halfway though. I would have also made a timetable so that I would know how long things would take and then plan around that.

Q: What can you take from this project and apply to others?
A: The new texturing skills I have learnt and overall being more confident in myself to do what I think needs to be done. I will also push to do something more realistic and possibly human next time to push myself even further because I feel that I was made to play it safe. 

Wooo so now that's over we can talk about Christmas! I have just gotten home and have been surprised with a redecorated room thanks to my lovely parents so now I have no excuse to not want to be in my room doing work. Over this holiday I am planning to model a dinosaur; I am still unsure whether I am going to be able to Zbrush him (being a Zbrush noob) and rig him... but I will try none the less. I am also going to spend lots of time with my grandparents and sponge up all of their knowledge, I am going to try and learn how to knit for the 20th time and possible do some woodwork while i'm at it! 
Anyway I will update you soon! 
Keep up the Christmas cheer! 
Cheerio!

References:
Dinosaur cat image: http://rebloggy.com/post/cat-dinosaur-robert-downey-jr-robert-downey-jr/67709624628
Christmas cat .gif: http://www.tumblr.com/search/christmas+cat+gif