Thursday, 10 January 2013

BA5 Studio Project | Production #02


What am I doing?

So I mentioned previously that BA5 is a direct continuation from the back end of BA4 where, in a small group, we designed an exploration survival horror game called Distorted Delirium. The continuation element calls me to refer to the BA5 brief title “Production” as we are being tasked to produce an interactive segment of our game. 

So far I have filled out an learning agreement form where I stated the type of work I felt I could produce within the project time frame. Here is my proposal: 

For BA5 I intend to push my basic knowledge of Maya further by completing extensive research on the subject of creating game engine ready 3D assets. This includes furthering my knowledge in how to create an engine ready asset, how to texture it and produce a successful render.

My research will aid my practical work where I plan to create a 3D asset which relates to my BA4 game design document (Distorted Delirium). I want to ensure that the model is game engine ready and textured beautifully so that I can render it professionally and take it into the CryEngine. I want to show that I can create an asset which is usable within an interactive playable environment.

I am working alone for BA5 and therefore have my own separate schedule and time frame of work although I will be working closely with my BA4 team to ensure that my work stays true to our game design. If we can collaborate then we will and any collaborated work will be clearly detailed as we are all working from the same game design. 

Whilst it might sound simple to others, I want to use this time to ensure that what I learn stays in my head. I recently tried to texture a model and referred back to old blog posts from 1st year but I was missing a few crucial areas. I have a plan of action in my head and I intend to stick to it. 

So, Asset Creation Huh?

Yep, asset creation is my focus. Asset creation for my groups game Distorted Delirium. Where is the best place to start then? Well, in my learning agreement I stated that by the end of this week/beginning of next, I want to have a good idea of the type of asset I could create which would be appropriate for Distorted Delirium and also get a series of intense research blog posts done so that I have a good grounding for the project. If there is one thing I have learnt is that whilst constant research is a necessity, practical work should be started ASAP! 

Amnesia, Round 2!

I decided to re-visit an old “friend”, Amnesia, for some inspiration as Distorted Delirium is heavily influenced by it. The difference when playing it this time was, however, that I wasn’t just looking at the overall atmosphere and aesthetics of the game for basic research and influences. No, I was playing to study geometry. BA5 is 3D heavy so I wanted to look closer at the assets within the environments of Amnesia, look at how they were built, the shapes used, how the geometry fitted together, how low the poly count appeared, how they used textures and what sort of assets they used to fill their environments. 

Amnesia Screenshots and Notes 

 Broom, bucket & wooden wall panel

 Table, candle & miscellaneous equipment

 Candle stick stand

 Candle stick ceiling light

 Bookshelf

 Table, chair & various study-like equipment

Desk, chair & example of desk detail/geometry 
 

I noticed the top of this large decorative pot asset had a low sub division as the edges of the top aren’t completely rounded, As the pot is only a small part of the environment, this kind of low poly count is alright because the player wouldn’t stand around like me staring at pots thinking “I am SO un-impressed by this pots possible low poly count, what a waste of money”. This is something I can keep in mind when creating my Distorted Delirium assets. 

 Low poly soft sacks

Miscellaneous shelf assets

 Wooden wheel

 Large low poly wooden mallet

 Oil lamp

 Basic geometry skeleton bones for atmosphere





  Here is an example of how an incredibly basic piece of low poly geometry has been used and reproduced for environmental assets. You can see a mid length cube which has been textured to look like a plank of wood. I did a close study of the plank of wood and noticed that each of it’s edges were completely smoothed so there were no indentations or cracks on the sides. It is all in the texture. The texture makes it appear more 3D than it actually is which makes you read the simple shape as a plank of wood. The other image shows how this basic asset has been used multiple times to create a pile of wooden planks in a separate area.

 



 Very basic, simple geomtry, low poly wooden box

 Wooden chair & table
 
This really is only the tip of the iceberg for my research. I plan to look into scene creation and how asset lists are created and modelled. I want to look at a wide variety of games and get to grips with the creation and implementation of these assets into game engines. I feel good that I have made a start however. Regardless of where my research is at by Sunday, I want to try and make a start on something even if it is the most basic asset so I can confidently say I have got the ball rolling :D

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