The other group members were Kieran Joel Phelps, Michael
Ollerton, Kieran Burke and Joshua McGahan.
What went well?
Thorough out this project we all understood completely our
artistic direction, we also understood our concept. We all knew exactly what we
were doing and what our end output was going to be.
Mikes Concept
We communicated well as a group. We all got along well and
therefor were comfortable giving feedback. I personally pushed Joel’s designs massively;
I also helped him with texturing and provided all my base materials to him to
help with efficiency in our pipeline.
I also continually pushed Kieran to re-do his unwraps due to
his dramatic pixel density inconsistencies. I also gave allot of feedback on
his geometry, sadly this was not altered.
Josh was someone that we all as a group had to continually
give feedback to. As Josh was solely responsible for our engine work he
populated out all of the props and generally created allot of the elements that
you can see in the environment. There were allot of disagreements here, but as
a group we were all able to sit down and talk through them, and make
compromises where we could.
We all had our tasks and for the most part we did them all
well. There were no fatal mistakes. The mistakes that we did have e.g. the
inconsistently low poly geometry that some of Kierans props had we were able to
work round and try and hide in the level. So these problems were dealt with and
reduced.
Throughout this project we had a huge amount of support from
all the tutors. When we thought we had a problem we would ask members of staff
who would always flip our concerns.
For example at the start of the project when we first nailed
our concept we were concerned due to how different it was that we may have
missed something. We had designed a large open area that had no physical walls,
to stop you from walking off the main path, if you walked off our main path you
would fall off the top of the container you were walking on. Our world wasn’t
constructed of physical corridors, although our world is actually identical to
this. Tutors were quick to point out that this was fine; we didn’t have to make
rectangles to walk down that joined on to other rectangles. This gave us
permission to continue with our concept.
Right from the conception of our world concept all the
tutors expressed that they were extremely excited about it, and were really
interested with where it was going. At this point due to how quickly we homed
in on what we were doing my group and our tutor’s new exactly what we were
doing.
We also had concerns with how modular or world was. The vast
majority of the building blocks for our world are modular, but some elements
are not, also our general bricker bracker obviously are not modular. Initially
the tutors were quick to simply state that it would be fine, we were repeating
assets and that’s all they really wanted. After several days we got concerned again
with this as simply repeating assets is not the definition of modular.
We talked to the tutors again and raised our concerns. This
time we restated what we thought would count as modular and they agreed. Now
when designing our world we made shore that as many parts as possible were
modular. This also is the only way of making certain assets usable. So for the most part we were always going to
be using modular assets.
In the end the entire circular perimeter was modular as it’s
made of stackable sections instanced up and snapped together. The large tunnel
openings and large fan slot cleanly into this outer wall. The Container its
self is also modular, it has 8 different parts, from which many many different
versions can be snapped together in engine. All these separate parts are all
scaled and have the same pivot points, so that if you decide a container with a
window on its right side actually needs an opening, then this can be done by
simply replacing this mesh, the new opening will appear in the exact same
place. This means that the world can be
customized quickly, efficiently and endlessly. Our tutors were aware of how
modular our level was throughout the project and were always extremely
supportive.
Our texture quality was extremely high, all members of the
group dealt really well with the geometry they were given and as a result all
assets were textured really well. There are very few exceptions here.
We completely nailed our vision. The tone of the level is
exactly what we were aiming for. We also didn’t have to compromise with the
scope of the world. The scale of the world was huge; the initial opening into
the world and the drop down really gives a sense of travel and their being a grater
world beyond this tunnel.
You then walk across a large open area, and then you’re hemmed
into the residential containers. This long corridor is crammed with evidence of
life, you know that people live in this world; this is a slum type environment.
Then there is the Buddhist shrine a highlight of the
journey, and more world, community building. It’s also in complete contrast
with the squalor you have just walked through.
You then walk around and down into the market area which
includes the noodle bar. This entire area is full of life; you know that this
was the hub of this community. This would have been a stop off for people
travelling through this tunnel system. There is the noodle bar, a large area
for seating and a toilet container, which you can see is being run as a
business.
Here you hit the power switch which adds additional light to
the entire level. Now as you walk back through the level it’s still fresh and
interesting.
Now as you get to the top there is a dynamic animation for
the lift, which you climb into to travel further down into the world, this is
the end of you exploration through our level.
Throughout your journey we made shore to guide the character
to where we wanted them to go. I made shore that the tunnel you start in was
quite long so as to really get the wow factor out of the opening into the
tunnel.
From the tunnel before you drop you get a good view at the
whole world; you can also see a long straight path to your first area of
interest, the lift door.
At the lift we have a sign stating exactly what you need to
do. We made shore the sign was a point of interest by making it the only object
here on the ground, it’s also strongly lit by candles. The lift its self is visibly not currently
running, we also included strong red lighting above the lift, red implies that
something is not working. After you switch the power the lighting here changes
to green. The power switch at the bottom is also pulsing Red.
The next brightest point in the direction you are travelling
directs you to the ladder you travel down to get onto the next level down.
Here you travel straight down the corridor, here it’s quite
dark, this opens back out into the expanse of the tunnel.
Right in front of you is the warmth of the Buddhist shrine.
The player now will walk into the shrine drawn in by the
light.
Now you will have to turn around, right in front of you sits
the market with all its bright lights.
Now you will make your self-round to this area of interest.
This area is actually small but there is allot to look at so we drew the
character away from the path to give them an opportunity to explore without
being hemmed in by being in a corridor. When they walk to the end of the market
and fined that this is an impasse they will walk back through it. When facing
away from the market you can see clearly where you now have to go, as the
brightest point is a view straight through the toilet cabin to a ladder which
you know will bring you further down into the level.
The ladder brings you onto a large long platform which you
will explore, this is another linear path, although there are no walls if you
walk off the edge of the platform you will fall and die.
In the centre there is a circular beam that you a forced
round with railings and the drop. If you follow it around you will get straight
to the power switch which is pulsating red. If you continue after the beam down
the platform you will simply reach the end and have to turn around, upon
turning around the pulsing red light of the power switch is clearly visible.
Now you simply travel back up, but now you get to view the
world in new lighting conditions, further opening up the environment. As you
have already travelled through the world you now know where you are heading,
back up to the lift which is now has a green light above it.
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