Originally at the start of the project I had two projects in
mind. I worked on developing the ideas of both for the first presentation. The
first idea was to make an environment based on Warwick
Castle , and have a back story that
the player could explore within the level. It was based on a cataclysmic event
long ago, which caused the destruction and abandoning of the castle.
My second idea was to make an alien environment, an Amazon
styled jungle on a different planet. I chose environment based projects because
that is what I have most enjoyed about the course and would like to specialise
in.
Eventually after having feedback and more planning and
thoughts, I decided to go with the Alien Jungle idea, since that would also
give me a chance to design creatures for the level, which is also one of my
main interests. It would also be more fun and give me some more freedom in
terms of the design. After being set on this idea, I started working on more
concepts for the level itself. I had a very good idea already of the layout and
what I would like to have in the environment.
I wrote out my brief as well so this was the guideline to
the whole project. After that I was working on a checklist of things needed for
the level. I did sketches and digital paintings for the different creatures I
could have. I knew that some would be cut out so that I didn't make the project
too big for myself to achieve. I noticed at the start that it was quite easy to
run wild with ideas and make things rather complicated. You definitely need to
ground yourself to realistic achievements and workloads.
I did some research on the Amazon jungle. I also made a trip
to the Botanical Gardens in Birmingham
to get references and ideas for the kind of plants I would have in my level. I
also watched a documentary series that was on BBC called "Lost land of the
Volcano", which was excellent for the research and exploration themes I
wanted to show. They were there to research an area which people knew little
about, and they discovered many new species.
Once the creatures were concepted, I was then able to choose
the ones that I would model, texture, rig and animate to be placed within the
level. I wanted them to be the one of the key parts of the level, and since I
designed them from scratch to be alien and interesting, I hoped that they would
capture people's interest while playing or viewing the creation process.
I also did some sketches and digital paintings of the plants
I would have in my level. Straight away the main plant became apparent which
was the large yellow one.
I did some research on the kind of things that have been
done before, similar to this project. I felt that it was a good idea to see how
the makers of certain films and games approached the ideas of creating a
completely alien world. I looked at James Cameron's Avatar and also The Dark
Crystal by Jim Henson. With games I looked at Guild Wars 2 and Beyond Good and
Evil. All these worked as inspiration for me and also helped with a better
understanding of how these ideas were created and realised.
I made a layout of the level itself and then created it with
the terrain editor in UDK. I made some tiling textures for the terrain as well,
I was going for an aqua colour theme, so most things were tinted this way.
I then got onto making the foliage for the level. I looked
at several tutorials to find out the best way to make the grass and trees for
my level, and I learned many new techniques that were extremely useful for the
rest of the project. I made sure to give the grass a nice aqua/turquoise
colour. I did the same theme for the two kinds of trees.
I then modelled some rocks, starting with high poly
versions, made from basic block shapes and then deforming and smoothing them
with modifiers in 3ds Max, and then baking down the results to lower poly
versions. I also imported my trees and grass to test them out in the level in
UDK. This was the first time I used the foliage editor in UDK and I found that
it was simple to use and really helped the look of my level. The grass made it
seem more real and more populated rather than an empty landscape. I knew over
time it would become more jungle like, and this was the first major step
towards the environment I had in mind.
The sky dome also helped with bringing the environment to
life and definitely helped with visualising the end product once the default
black void was gone. I used what I learned from making the sky dome for my roof
top level. I then modelled the plants I had concepted, using what I had learned
from creating the trees and grass. I also looked at different ways people had
created water in UDK, there seemed to be many different ways and I wasn't sure
which was right for me, so eventually I just used several different ways until
it all came together to make one that worked for me. I also figured out a way
to put in a planet in the sky, which also definitely helped to support the idea
that the environment was alien.
The level was starting to come together at this point and I
was getting through the checklist quite quickly. I added in a height fog volume
to help give the level some atmospheric effects, and I also added in a plane
for some ground fog, which wrapped nicely around the plants and grass in some shaded
lower areas of the level, where mist/fog would naturally accumulate.
Next was modelling the creatures. I enjoyed this part
because I've always liked making low poly things from scratch from concepts. So
I got the Tree Ray, Grass Stalker and Feather Ghost modelled and textured in a
good time frame.
Also modelled the research assets and modified the colour of
the sky dome texture after receiving some feedback about it.
I then set up the grass and leaves to move in their material
setup and with a wind actor. It took quite a lot of tweaking to get it moving
nicely, but once it was done I was really impressed with the way it made the
level come alive, since so far it was just static, which was a big detachment
from the believability of the environment. I also added some bloom effects and
created my particle system too. The particles were also a nice addition to the
level and helped with the overall atmosphere of the environment.
I then started working on the animations of the creatures. I
first created bones for them, since a human biped wouldn't have worked at all,
and it was much easier to make custom bones in the places they were actually
needed. I used IK Solvers to link the joints to get some fluid movements. Next
was using the skin modifier to assign the weighting of the verts to each of the
bones. After that was key-framing their animations. I then exported the mesh
and bones as FBX, baking the animation and importing them into UDK. Once their
anim sets were set up, and the skeletal meshes were working with their
animations, I then key-framed their movements through the level. I also created
the kismet sequence of a Tree Ray falling from a tree, which is something I
wanted to add right from the beginning.
I then created all the sounds needed for the level, all of
them made by myself. I used an app on my phone called Easy Voice Recorder to
capture them. I then used the sound editor in UDK to vary them and create the
ambient sounds and creature noises. I also linked a sound to happen when the
Tree Ray falls to the ground.
The last thing I did was add in some decals of moss to place
on some of the trees. This was the first time I had used decals, so I wasn't
very experienced with them, but they still achieved the effect I wanted.
The level was finished at this point! Made some slight
tweaks to the animations of the creatures, and duplicated a few of the shrubs,
and that was all. I then made a fly-through camera sequence and recorded it. I
put some music to the video as well, which was "Guitar Sound" by
Ronald Jenkees, which is one of my favourite songs. I used the free program
Video Pad Editor to edit the video.
I have learned a lot through this project and I really
enjoyed the whole process. I feel like its a great achievement to have the
finished level now, and its great to look back through the process of creating
it. I have definitely improved my time management skills. I have also really
improved on my digital paintings. I have learnt how to make a bone structure
with IK solvers and to create an animation usable within UDK. I also learned
how to make particle systems in UDK. I have a better understanding of the whole
design process needed for a game project, and I feel like I would be very
confident in starting on a whole new project right from planning through to
completion. I have learned a lot about animation, which wasn't something really
taught on the course in detail, so it was something I opted to learn for this
project.
Critical Analysis:
I think that the planning phase of the project went very
well. I was able to get the research needed and the sketches and concepts phase
done well so that I could produce the assets needed for the level. One thing I
am most proud of was how the creatures went from the sketches to the digital
concepts and to the final 3D form, I think I captured their forms from the 2D
versions very well and I believe that they are very close to what I had first
imagined at the start of the project. They definitely look alien and accurate
to my concepts. I think that their animations could have been a little more dynamic,
perhaps more exaggerated movements and varying animations depending on their
situation within the level.
I think the level itself could have been a little bigger and
perhaps have had more varied terrain.
I think I stuck to my original brief very well. I have
definitely produced an alien environment, the research assets within the level
give the idea that this is an exploration mission. There are different plants
and creatures to see. There are animations, sounds and enough assets to
populate the environment.
Though some things did have to be cut out along the way due
to time and the complexity of the project. I think this is a very true reality
in the game industry, as many concepts and other things in a project have to be
cut, the decision is often due to time or changes in ideas, sometimes because
of conflicts within the other parts of the project. For instance, the original
beetle concepts never went any further due to time, and also because I wanted
to focus more on the three main creatures I concepted after them. The beetles
also were not alien enough, they definitely seemed too earthly, and if I had
added them into the level, it could possibly have been mistaken for a place on
this planet, or they would have just seemed out of place. Perhaps I should have
re-concepted them to be more alien.
I also cut out the glowing tree with veins, this was due to
needing to keep under my texture budget, and also that the trees I had already
seemed to do a good enough job in populating the environment, as I could vary
their sizes.
I didn't put in as many small trees and shrubs as I had
originally planned, this was due to the fact that the level could have became
too cluttered. This would have made things less visible and also would have
made it more confusing for a player to navigate. I also realised that while I
originally wanted this, at the time I didn't consider that the creatures in the
level would also need enough room to move, and room to be visible, even if some
are meant to be camouflaged. They still needed to be possible to find.
Although not in the brief, I did want to add a waterfall
into the level at some stage, but again due to the texture budget and time,
this had to be left out. It also would have needed some water influence actors
to effect the pool already there, plus more particles to make it look
believable where it would be cascading down the cliff, and hitting the water in
the pool itself. This is something I would definitely add though if I did this
project again.
My original triangle budget was to be under 200,000, and in
total I used 53,754, which is way below it. I did make the budget quite high as
I was not too certain about how much I would eventually need to create the
level I had imagined at the start and was beginning to plan. The texture budget
was below 200MB, and my textures add up to 117MB, so I'm happy that this has
stayed within budget and that my original budget was within a reasonable amount
to complete the project.
I think it would have been nice to add more glowing assets.
The Feather Ghost creature had a good emissive effect when I plugged its
diffuse texture into that slot. But it would have been nice to have other
things glowing as well.
Another addition that would have been good to include would
have been a water creature, since there was water in the level, it would have
added an extra twist to the level if there was water dwelling creatures as
well.
Overall I think I managed this project well and achieved
what I had originally set out to do. I learned a lot of new skills and improved
key ones along the way. I have identified things that need improvement, such as
better foresight to what will be needed in the project, perhaps better planning
at the start to prevent going overboard with ideas. I am proud of this project
and I think it is an excellent conclusion to my time on this course.