This is a personal blog of a professional 3D Artist from the moment I picked up a 3D program to present time. It contains my interests in games and my modelling practice, mixed in with things that I have found interesting over my time writing on it. I pride myself with being able to put myself into my writing so don't be too shocked if you see some of my own twists on making points here too.
Sunday 30 January 2011
Asset Creation
The images below show the process of the Diffuse maps creation. During the texturing stage like this Crazy Bump provides a quick look at what each map looks like on the model, once you import a mesh for the maps to be projected onto. The images below show the initial adding of the main texture and and use of images being transformed into size and blended in accordance to how the model has been UVW mapped.
Friday 28 January 2011
Asset Creation
This gave me quite a nice normal map result as shown by the texture applied to the low poly version below. Due to the normal map being projected onto the low poly mesh from the high poly there is no need for messy unwrapping on the high poly models.This is a good method for getting detailed models without working overboard to get them.
3ds Max Image
Thursday 27 January 2011
Asset Creation
Wednesday 26 January 2011
Artifact 1 Evaluation
For my first artifact I observed players on Left 4 Dead 2(L4D2), watching them make decisions according to how the game was communicating with them through visuals and sound. The design of the artifact worked on the 3 levels; recording the screen as they played, taking notes and self observation. Each player personally evaluated at the end the main things that helped them get to the ‘safe house’.
I felt that the experiment worked well in how I began to realise how players interact with modern day games. From what I observed and also taking what people had written in their evaluations after they had finished playing, I discovered around 15 different ways that the game communicates with players to guide them to the finish. With each player only taking about 25 to 35 min’s to finish their test and write it up, it worked as quite an effective method of testing.
The flaw in this testing is that it only approaches one genre of game, this being FPS (first person shooter) which interacts with players in a different way to other game designs like platform or 3rd person games. I feel that the test itself worked fine but may require that I test a different genre of game to see if the way games communicate with players changes across game types.
Due to the players inexperience of playing L4D2 next time getting them to actually read the instruction manual for 5 min’s instead of me talking them through the controls before play began would give them a better chance of understanding what the game was about and different aspects of how to use the game could be employed to strategise their approach to in game play. This would perhaps mean that players concentrated less on the controls and more on noticing the ways in which the game was communicating with them in terms of wayfinding.
P.R.P Artifact One: Left 4 Dead 2 Observation
For those of you who play computer games, specifically zombie shooters, you will be very well conversed with this. As I have been researching how players 'wayfind' inside computer games I set up a observation experiment where I oversaw individual people playing Left 4 Dead 2 (L4D2). In this observation I aimed to critically analyse how the game Left for Dead 2 communicated with the user in telling them where they were to go. The objective for the test subjects was simple... they were told the controls, then told to make their way through a level to the finish point. L4D2 is a notoriously hard game to orientate if you A) aren't really a gamer and B) have never played it before, so in my evilness I decided that it was best to choose as many people that were either A, B or both. I thought in this way the player would have to really concentrate on what the game was telling them and not have a innate sense of where to go through having experience of playing lots of computer games.
As a part of my course I have to write a 300 word evaluation of the artifact which I will post in another post after this one, as I feel 300 words isn't enough to describe my findings.
During my observation of each player working their way through different scenarios/level segments on the game, I started to pick out common traits that players were picking up on aid their progression. Here are a few of the things that I figured out that players are hypersensitive to whilst playing L4D2 for the first time.
Screen indications of damage give a visual feed to players to let them know they have to move or take action.
On screen objectives points shown on the head up display over highlighted objects or points on the map.
Green exit lights in dark areas clearly highlight way points for players to move towards.
The novelty of killing zombies draws players into areas that they previously haven't explored, thus drawing them to the correct path by process of elimination. Dead zombie bodies in areas also let players know they have previously been in that direction.
Symbols integrated into the textures on the walls show players the direction of the safe house.
None player characters move to and talk to players about locations and items in avertedly directing players towards nearby goodies and the safe houses/ finish point.
Special enemies such as Boomers, Spitters and Smokers tend to come from the direction where you need to go to finish the level, drawing players to where they need to go through the act of killing.
Suitable lighting draws players to move towards them as its easier than travelling through darker areas with just the flash light.
Music and sounds indicate to a player what kind of challenge they have to face, as most special enemies have their own unique sound. one players have worked out how to beat individual units they set themselves up in the appropriate manor. certain music cues tell the player a horde of zombies are about to ambush them or that they are close to a extra dangerous enemy. I found that sound cues however were frequently missed when sometimes they held vital information on either where to go or what enemy they had to face, but given some experience on the game I think players would take this in subconsciously to think about what they need to do next to progress.
Characters talk to the player telling them they are hurting, in combination to heart beat sounds, indicate their health is low and that they should heal or look for health.
These were the things that I noticed whist the test subject played. Quotations in the evaluation written up afterwards by the people doing the test, shed more light on what they used from the game to help them think about what they needed to do.
"As I progressed it was much easier to predict what routes I had to follow, for example, if there was a closed door or a set of stairs. Another visual aid that helped in the mission (a part where I actually got lost) was a helicopter passing by a window, which showed zombies on the street below. This aid made it clear which route I had to take by jumping out of the window."
"I was helped at times by the "pathways" that things like buildings and cars etc created."
"You can normally tell which direction you need to be heading in by hints such as lights in levels such as the dark swamp map I played on, and the direction from which the zombies attack from normally lead to a path to the next section of the level."
" The computer AI's fighting with you will rarely help guide the way to the next section but they will sometimes run towards buildings where helpful items/weapons will be found to help on the way."
"Onscreen advice telling you where to go or which direction with an arrow key eg: Turn the alarm off"
"The lighting on the level helps when finding your way through it, the next place to go is usually fairly clear."
To bring this post to its conclusion before my 300 word evaluation post, not every player picked up on every aspect of orientation the game presented to them and sometimes this resulted in the player dying. L4D2 in my experience becomes easier to play as in time you start to adapt to how to work your way through certain scenarios. On an easier difficulties the game helps the player more in the way of where to go, to accommodate for players new to first person shooters. For example, after being lost for a certain amount of time the game displays a directional counter to point them in the right direction. Weighing this up however, designers would have to be careful not to take the challenge away from the game, as doing so would quickly wear off the novelty of owning zombies.
Sunday 23 January 2011
Asset Creation
Image 1
Image 2
Friday 14 January 2011
Normal Mapping
Here is a image of the wire frames of my concepted door concept (see older posts) and another with the normal maps applied. Enjoy!
Wireframe Image
Normal Mapped Model
Saturday 8 January 2011
Beginnings Of Concept Finalisation
Idea Building for Live Client Project
Now I had some preliminary ideas down it was time to take a quick break from them to consider which ideas were going to work best in the game. In this break I cracked out some rough designs on designs of items that could be made to go in and stylize the game. These designs are shown below.
Live Client Project: Initial Research
Looking at the different conceptual designs it was clear to see most people had used either Roman or Aztecan style architecture as a base to build on their concepts. From this I went and searched into images on Roman and Aztec structures and buildings. Here are a few of the research images on their areas.
Live Client Project: Brief
Brief description of the business need.
Design, build and construct a working computer game level.
The theme that will run throughout the game will be based on Atlantian Ruins
The aim of the project is to create a original map based on either a new game or pre-existing game.
The map can be of any style of play or design.
The level should be geared to target audience ages 12 and above, including intuitive design features that will challenge a player's in problem solving.
Design elements must be conservative to accommodate for medium spec computers to produce minimum lag.
A development diary must be kept to show the clear choice of design and development for the theme in achieving the best possible feel to the game.
Pre-existing assets (that have permission to be used) can be used but must be made up of mostly original assets.
Brief description of the multimedia products to be produced. E.g. website with database or broadcast quality format video or 3d animation of 30 seconds length etc.
Working model that can be played on hand in on disk at submission .
Full design diary or blog submitted with final product showing conceptualisation, design flow and problem solving throughout the project.
This pretty much sums up what I will be working to for the next 10 term time weeks. This should help people who are following my blog see what I am working to =)