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.

03/05/2015

Off to Map: The final week

This week had been going great up until this weekend; We have been making good progress and are well on our way to finishing up the level. However! I have managed to leave the UE4 file at labs over a 3 day weekend! 
Even though I saved it to my hard drive it seems that it didn't copy over; which isn't the best thing when we have a deadline on the 8th. Never the less I can still get some things done on Monday but I will not be able to show you any screenshots of what we have been working on this week.

Anyway the level has changed a lot this week; lots of things have been updated and changed. First of all my destructible logs; at first I thought this was going to be easy however after a few problems like uncapped breaks and weird collisions I had to resort to doing some problem solving. I ended up making the logs separate and making twigs with leaves to attach in engine, I also had to fix the collision issue by placing a static mesh in the exact same place as the destructible one but hide it in game; I also set the destructible mesh to a rag-doll so that it doesn't use a collision and set the twigs up as their own destructible meshes. In the blueprints it deletes the static meshes when the damage is applied to all of the destructible ones so that Alice falls down as if she had just jumped and broken some logs.
Practice logs in engine.
Braden and myself have also been working on implementing different cameras so that they zoom in at certain areas and track the character in others. Braden messed around with this a bit more and got them working, however there are still a few issues which will need to be fixed next week.

At last Alice is also in level with just a simple rig; Dan is working on getting a cloth modifier to work on her dress but for now she looks pretty good; she does need to have a coloured dress though because she gets lost at the beginning of the level, we are thinking a blue or mint green as this compliments the oranges in the level well. Sarah also helped us put her in level too, here is a link to her blog and a post on how to import a character into UE4: www.pushingsomerocks.blogspot.co.uk/2015/03/week-25-part-1-off-map-recap.html?spref=fb

We have also fixed up our leaf particle effects and they work better within the level now; de-spawning at the right time and moving the way we want them too. We have also made a "leaf poof" as we call it, which is basically where leaves fly up out of the pile whilst you are walking though it.

We have also fixed up the lighting a bit and added ambient lights to the bottom of the level, including some water reflections that Denzil made; so it looks like the pond is reflecting the light onto its surroundings.

So what's left to do?
basically whatever is left on this table:

I need to animate the rabbit using matinees, put in the finished Alice, have Alice start on a book, place the rest of the planes in the level, fix the cameras, put in the Caterpillar and tweek everything.
However because I have left the level at labs I am working on doing some roughness and normal maps for some assets and the I'm going to make a glittery particle effect for the pick ups to make them stand out a little bit more.

Overall I think we should be back on track by Wednesday and ready to submit on Friday; wish us luck.
Before I finish here is some of the best life drawing I've done this year:
I feel that I have improved an amazing amount since last year and will only get better next year.
That's everything for now; Will update you with the final OTM post mortem at the end of next week.
Cheerio for now.

References:
Roy IT crowd face palm .gif: http://replygif.net/792
Sarah Wright (2015): http://pushingsomerocks.blogspot.co.uk/2015/03/week-25-part-1-off-map-recap.html?spref=fb
Dog leaf pile .gif: http://gifrific.com/dog-pops-up-out-of-pile-of-leaves/

26/04/2015

Off the Map: Back on track

So its back to working on Off the Map after an extended Easter due to presentations, essays and character project re-submissions. Anyway getting back on track after a long break and not a lot of progress Braden and myself have been working on engine stuff and after our presentation on Tuesday we have changed a few things; after getting good feedback from tutors.

Here is the main feedback we received from the tutors:
  • Alice character needs to go into game ASAP! High risk of not having tested her in game, especially as she is a different style.
  • Need to finish texturing
  • Have Alice on a ledge at the start of the game, paused, don’t start with her falling.
  • Piles of leaves don’t read well
  • Put all elements in such as paper cuts, particle effects, work on lighting in last section.
  • Love the interface, really helps pull everything together.

Stas: In the presentation it was evident that there was a broad range of interests in the design process. It is important to have the confidence to focus on the most unique and strongest of these keeping a coherent theme throughout. However the look and feel are very good. You need to work hard to keep the elements coherent and balanced. This does mean implementing the character ASAP and evaluating the overall feel and design.

As you can see there is some obvious things we were already going to do; such as get Alice in ASAP and texturing. However some things like having Alice starting on a ledge was not previously thought about; The leaf piles have also been redone now to look more realistic.

Here's the video we showed in the presentation; it has been changed slightly since then but I have some screen shots the show after:


After the presentation we decided to upgrade our level to 4.7.6 from 4.6.1 so that Luke's particle effects would import correctly so that he would not have to redo these. Here are the screenshot of the level in 4.7.6:


There is still a hell of a lot to finish but hopefully with everyone working on it now it should come together quickly. Here's a quick plan of what everyone will be doing up until the deadline:


I also recived an email from Game City about what exactly you need for the OTM hand in; here's what we need:

Documentation
5 – 10 page presentation document/powerpoint.
This should introduce your project to the judges and provide an overview of your project and process.
A longer document, either via blog or pdf format, covering your workflow throughout the course of the project.
Data
Please use the following folder structure:
Top Folder (TeamName_ProjectName)
/Documents
– Project Document PPT
– Project Document Detailed – Team Picture
– Project Logo
Game Executable (windows / OSX executable file/ installer)
Videos – 1 – 2 minutes long. First 3 – 5 seconds should contain the following information:
– Team Name & Project Name
– British Library logo
– GameCity logo
– Final 3 – 5 seconds should also contain the information above

We have a few of these things at the moment however there is still a lot to do and we still have not gotten the group blog done yet. Some of these things will just have to be done after the DMU handin.

Thats everything so far;
Cherrio for now.

19/04/2015

The 5 day count down

Another week has gone and we are 5 days closer to the resubmission and essay deadline; Luckily I have finished my character project!

It took a whole day of rigging (8am-5pm) and 3 rigs but my character is finally finished and looking fab. I also got some help and managed to get the alphas working on my character too (this was a problem with UE4 and I have ended up setting my material to translucent rather than masked). So without further adieu here he is:
 3DS Max renders

 UE4 renders

Overall I am really happy with my revised character but I am even more glad that it is over, so that I can move onto doing my unintentionally put off essay. I have been to the library and gathered more references and now its just the hard job of writing everything up.

My presentation didn't go quite as planned earlier this week but at least its out of the way now. I can now focus all of my attention on my essay and OTM. 

Cheerio for now.

13/04/2015

Texturing with awful alphas

So I've managed to get my texturing done on my character and he looks fab in 3DS Max;


I'm really pleased with how the texturing has come out, however I am having a few issues with how they look in UE4. The alphas just don't look the same as they do in 3DS max, I'm not sure if its just the engine or if its to do with my file compression but they just look damn awful. Tomorrow I and going to get some tech help and hopefully figure out why they look so bad. Here they are below;


I got some feedback from Steve and Craig earlier today, they said it was going well but I should move the pom poms further apart, give the balloons more loops and add blood to the outfit like before; I have now implemented all of these things and hopefully it is looking how they want it to now. For the texture sheets I have used a 1024 for the main body including a normal map. a 512 for the alphas and a RGB set of roughness maps and finally a 256 for props.


Now all I have to do is figure out whats wrong with the alphas and rig it. Oh and of course get everything ready for my presentation and start my essay that is due in 2 weeks; wish me luck.
Cheerio for now.

06/04/2015

Fluffy potato character

The modelling is done! Well for now at least; I might end up revising somethings after texturing and rigging. Anyway here is what my character is looking like at the moment;
Character with old texture
Un-textured model
I'm felling a lot better about how my character looks; the alphas make the silhouette more interesting and also makes the character look less like an action figure (made of plastic). I love the way that my alphas have come out and I am definitely going to use them again for fur or hair etc. (to make everything fluffy and adorable!).
The only problem with using alphas is the tri count, my revised model is now 4641 tris where as the original was 3983 tris; I don't think it's that big of a problem but it will be something I keep my eyes on when using alphas in the same way for another project.

Old model and new model.
When comparing my revised model to the old one, I can see why I got asked to work on it; with just a few simple changes and fixes the model looks a lot better. Next on my list of things to do is unwrap and texture the model and then finally rig the character. When it comes to texturing I have decided to split up the model into 3 maps; a 1024 for the main body, a 512 for alphas (including the frilled cuffs, fur, fluff and a new alpha for the ruff) and a 256 for props (the hat and balloons).

That's all for now hopefully I can keep on beating the potatoeyness, and keep it at bay!
Fight the potatoeyness!
I will update you soon which will probably be when I am back in Leicester,
Cheerio for now.


References:
It's so fluffy .gif: http://gifrific.com/its-so-fluffy/
Cat vs. potato .gif: http://www.reddit.com/r/gifs/comments/1qr8wq/cat_attacking_large_potato/

02/04/2015

Sin City presentation 2.0

As promised I am doing another presentation on Sin City as if I haven't done enough projects on it already; nevertheless I have finally decided to do my presentation on the second Sin City film; Sin City: A dame to kill for. So I have watched and taken notes on the film so far and I really like it; its not as good as the first but they had a lot of problems with timelines in this one, due to their being 3 separate stories in one and they all happen at different times. Despite the confusing timeline the film is really enjoyable and I am glad I have chosen to do my presentation on it; now I just have to watch it 20 more times. 

The films colours do seem to correlate however I feel that the new one uses colours more for visual appeal where as the first film used them for hidden meaning. There are some new colours used in the  film and I do have some theories of what they might mean.

Firstly Orange:
Orange is featured on Marv's pills, 'Kadie's Bar' sign and Sally's Hair.
  • Orange can be seen as a fiery colour so it could mean that it is fierce or dangerous.
  • "Orange offers emotional strength in difficult times. It helps us to bounce back from disappointments and despair, assisting in recovery from grief." (1)
  • Orange is a self-indulgent colour.
  • Orange represents Adventure and risk taking it also promotes physical confidence and enthusiasm. This links well to 'Kadie's Bar'.
Sally
Pink:
Pink is only used on Sally's lingerie.
  • Pink is often referred to as being sexy.
  • It is also a very bold and powerful colour, suggesting that she is a strong woman.
  • It can also be seen as a calm colour which could show weakness.
  • Pink "reassures our emotional energies, alleviating feelings of anger, aggression, resentment, abandonment and neglect." (2) This fits in well to the story of the character the pink could be showing that she has calmed down after a near death experience.
Blue:
Blue is used in the first film when information is being passed, in the new film Ava wears a bright blue coat.
  • In the first film blue is also shown if someone is a traitor; this applies to Ava's character.
  • "This color is one of trust, honesty and loyalty. It is sincere, reserved and quiet, and doesn't like to make a fuss or draw attention. It hates confrontation, and likes to do things in its own way." (3) Blue in our case could be used contradictory so that people feel as if they can trust Ava even though they cannot.
  • Can be seen as being deceitful and spiteful.
  • "It can also indicate manipulation, unfaithfulness and being untrustworthy." (4)
Ava
Finally natural colours:
By this I mean unprocessed colours; shown in all of the fire and explosions and in particular Marcy.
  • Marcy is shown as the only person which natural skin tones; this could be to show that she is pure. This can also relate to the fire showing that it is also pure.
  • It could show that she is full of life and that the darkness of Sin City has not yet gotten to her.
Marcy and Johnny
There is so much more I could research into but I think I am going to start writing my presentation soon or I will end up in a massive Sin City spiral and want to do a 20 minute presentation rather than a 3 minute one.
Cheerio for now.


References:
(1) Judy Scott-Kemmis. The Color Orange. Available: http://www.empower-yourself-with-color-psychology.com/color-orange.html. Last accessed 30/02/15.
(2)  Judy Scott-Kemmis. The Color Pink. Available: http://www.empower-yourself-with-color-psychology.com/color-pink.html. Last accessed 30/02/15.
(3) Judy Scott-Kemmis. The Color Blue. Available: http://www.empower-yourself-with-color-psychology.com/color-blue.html. Last accessed 30/02/15.
(4) Judy Scott-Kemmis. The Color Blue. Available: http://www.empower-yourself-with-color-psychology.com/color-blue.html. Last accessed 30/02/15.