Monday, 14 January 2013

BA5 Studio Project | Production #06


More Environment Studies

I am actually finding it really fun playing through games thinking about the assets and models which make up their environments. I was playing these games and doing studies so I could understand how level designers fill up their environments in games with assets that aren’t necessarily an important part of gameplay or story; they are miscellaneous aesthetic assets :)
  
Warning, this post is very image heavy :P
 

Left 4 Dead

 
>> video reference <<
 
 
The blood stains and sleeping bag set the scene within the environments suggesting that someone has died whilst camping out in the woods. This adds belief to the story behind L4D but isn’t a tie in with the main plot or story.

  
Here is an example of a basic wallpaper texture, basic low poly ornaments and wooden cabinet display.


 An example of how the floor can be cluttered up to have an impact on the environment. Broken boxes and rubbish suggest the area is abandoned or dangerous due to no population or inhabitants. 


 Another example of floor space being used to enhance the atmosphere
of the environment. 


 Water bottles and a water tank drinking machine make this safe house environment more believable suggesting that those who were held up here were in need of water. Including these models helps make the player believe this is a safe house.

 
More floor texture and isolated model assets help create this dark abandoned looking office. Although the player may only just run through this space quickly and not even notice half of these areas they are there for a reason; they make the environments believable.

 
Basic stair model, low poly with extrusions would be my guess?

 
The walls are textured with heavy graffiti and the floor is dirty which
makes the player feel unwelcome in the environment.   

  
Here are multiple examples of basic low poly models with basic textures that have been used to enhance the environments. The cardboard boxes are just flat polygon cubes with a simple texture on the top. The wooden post for the wire fence is just a slanted on-the-skew polygon cuboid made to look like a fence post with a basic texture on top. The bridge wood and the broken wood on the floor both use the same texture but are used separately within the same area of environment but give off completely different uses. For example, the wood has been used as a part of the environment scene to add atmosphere and wreckage for the player to work around whereas the other section of wood planks for the basic bridge structure the player can actually use to progress.


 More examples of how random assortments of assets can help create the atmosphere within an environment.  



I was making a close study of this filing cabinet model because a filing cabinet is something I had thought about inducing within my environment work. I noticed that the textures are what make it look more 3D than it actually is. The mesh itself is a flat surfaced cuboid upon which there  has been a texture applied to give the impression that there are groves between the cabinet and the filing draws. The only 3D part of this mesh is the handle which do actually stick out as these cant be faked with textures.  


 Here are examples I found of very low poly models used to enhance the environment and ensure it is believable; these assets are crucial but also missed by many players who aren't specifically looking for them; they get glanced over so players don’t get the chance to pick apart the quality. For example, the sauce pan and frying pan are low poly, you can literally see the hard edges where a real saucepan or frying pan would be smooth and circular. The circular pad around the light bulb is also low poly as is the light itself; a basic light source mesh. Parts of the white chair are also low poly, the leg stands for example. The chair is a basic shape bought to life with textures. The textures on the sacks are very low res too as they blurred and pixelated when I approached them for a good look in the light. 

 
This image is so dark because the lamp in front of me would block my torch light every time I pointed it at it which was strange. All I wanted to do was see if the light shade had a bulb and areas for the shade to connect to the lamp post, as you can see though, it doesn’t! I guess to save power/work/poly’s/time/etc they purposefully left out the bulb and areas for connection because you simply would never see it as a player. No one would do what I am doing and stand inspecting a lampshade for a bulb unless they were studying it like I am. This is a helpful design choice to consider when building assets, will the player see it? No? Okay well then don’t add it in ;D 
  
Dead Space 2

 
>> video reference << 
 
 
Dead Space really knows how to create an atmosphere within the environments for the player. Here you can see blood trails along the floor which were put there within the textures for me to find and affect  my gameplay. This is something to consider with textures.  

 
Being more pro active and hands on with Maya I can now understand and deconstruct basic models so that I can comprehend how they were built. I think I could recreate this rounded desk with shelves now. Also, looking at the floor you can see all the rubbish which I am guessing is created as a texture on the floor; something that I will have to look into. It  helps set the scene within the environment of previous chaos and disorganised struggle. 

  
Here are 4 examples I found of low poly ambient asset models and low res textures. The white lamp is a very basic shape, something that a player wouldn’t stand and stare at so it doesn’t necessarily matter! The shelves also aren't perfectly rounded! Why? Because they don’t need to be. They don’t need to be smoothed out and polished, they just need to appear as shelves for the player to glance at and recognise as they pass through the environment. When you take a close look at the cactus? I wanna say cactus but who knows with that strange texture pattern on it? From a far it looks green and the players eye will read it as a plant. They wont need to go close up and observe the texture. Deep in the plant pot of the “cactus” is a very low res texture which is supposed to resemble mud I guess? Still, another element the player wont focus on so it doesn’t need to be immaculate!  

 Left 4 Dead 2
 
 
 >> video reference <<
 

 Here are 4 examples I found in L4D2 that demonstrate low poly basic models that wouldn’t be too challenging to recreate being used within an environment to make it more substantial, believable and authentic for the player.  


If you look closely, the books on this shelf are just duplicated copies of the same small cluster of books only they are re sized or have changed direction. This way the modeler doesn’t have to painstakingly create an assortment of different books to fill up this shelf that the player will look at for approximately 1 second, they can just model a few and re use them.



Here is another example of how assets have been reused within the environment to ensure authenticity; players must believe this is a shelving unit full of clothes and it is! The shelving unit itself is also a very basic model.

  
Something I  hadn’t considered before was rugs to decorate the floor. I'm not sure if this was just a flat polygon  plane with a rug texture on top or just textured straight into the floor itself but I would need to research it if I was to add it into an environment scene. I also think this looks incredibly flat (because it is) not necessarily a bad thing if you are just running through a room quickly but if there was focus for the player to be within that area t hen I think there might need to be more detail; a turned corner of the rug perhaps?  



Here is an example of the same furniture I posted an image of earlier only now it is being used to evoke emotion in the player, the table being turned upside down suggests panic and struggle.
 

Here’s another example of a pesky lamp with no bulb and floating shade :D

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