Sunday 30 January 2011

Asset Creation

Carrying on from where the last post left off, with the normal map completed this lead on to the final stages of the asset creation. The Diffuse map that makes up the visible covering of the model is one of the most important things to be considered, as it makes up the look of the level and dictates along side other assets Diffuse maps, the over all feel to the game.

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.



Eventually I got to my first finished Diffuse design which can still be worked on at a later date once I start getting together my level on the games level editor.

Friday 28 January 2011

Asset Creation

Just as an update for my wall panel I'm making here are a few pictures of its progression.



The above pictures show the high and low poly models (in solid and also in wire frame) I used to create the normal map. From here I unwrapped the low poly model, moved the high poly model inside the low poly, applied the projection mod, and then used the render to texture.

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.



To easily edit the normal maps I used crazy bump to give me extra definition, as well as quick spectral, occlusion and diffuse maps. The maps created by Crazy Bump can be used as a base for building the main diffuse texture. Images below show the effectiveness of the normal map on the main model; firstly in 3ds Max without editing in Crazy Bump, then with edits in Crazy Bump.

3ds Max Image


Edited using Crazy Bump.



Thursday 27 January 2011

Asset Creation



This is a sample of the pillar I have created for my Atlantis level. It is currently in its preliminary stage, and I am still not sure about its colour or texture, but that can be changed in Photoshop or Mudbox at a later date if needed. This post is more of a update as to where I am with my Live Client project so far. The wall panel concept is being built in low and high poly so that will be mapped, textured and posted soon.

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

For those of whom are following my blog my Live Client is full swing into production. The bain of most 3d artists is learning unwrapping techniques properly, as it is a lengthy process to learn effectively. From my previous posts you have seen my door model, to which here are the finished moving parts of the door, with all the maps applied (normal,diffuse,specular,custom light maps). Using a combination of Photoshop, 3dsmax, and UDK editor here are the assets in the game editor. The first image shows the door closed and second shows the door open.

Image 1



Image 2

Friday 14 January 2011

Normal Mapping

As a part of building assets, getting used to different styles of mapping seems to be a necessity. Normal mapping is where a high poly object is projected onto a lower poly model to give the illusion of a higher poly piece using less geometry.

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

The identity of the game so far is starting to shape up quite nicely, so now to get more of a idea as to what the game flow is going to look like, I drew up the best ideas I had on mini games. This so far brings my blog up to date.


I have been working on my Personal Research Project in the time since my last massive upload onto my blog so im going to see if I have the OK to post that up here before my hand in on January 10th.

Idea Building for Live Client Project

With my baseline research together with reference images and ideas beginning to formulate, the time came to get out the trusty pencils and pen and put those ideas on paper. My ideas for this game were starting to formulate around a multi room puzzle game, each room presenting a element of skill and problem solving applied in a different way to progress to the next stage or room. For this kind of idea for the game to work I had to get lots of ideas down as possibilities as potential problems and challenges I could build using the games engines systems I had most understanding of. The sketches below show some of my ideas I bashed out as preliminary ideas.



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

As with all projects its good to start at seeing what other people have produced on the subject area I will be making things for. As the theme set out by the brief is Atlantian, here are some of the images I looked at that other artists have done on conceptualising the Atlantis style.





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.



With these images as a reference point, I could now start to think about how I wanted the level to feel and also how I am going to go about structuring the puzzle and skill games that were going to be built into the overall game.

Live Client Project: Brief

For one of my projects in my final year I have to gain a client that works in the industry to over see the working progress of a project, that could in theory be used by them professionally. After much searching for a client, I finally got a brief that I could work to that is outlined below.

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 =)