You can also test an online version here!
Friday, 17 May 2013
Game Environment Final
Below are a few shots of my final game environment based on the theme calm and inspiration from 'The Wizard First Rule' by 'Terry Goodkind'
You can also test an online version here!
You can also test an online version here!
Environment Development - Importance of Sound and Lighting
This topic definitely needs to spoken about and sound and lighting can really change how we as a player see the game. For my environment I have decided to use an aerie instrumental taken from the library of 'Video Co Pilot'. The only other sounds I believe I will require are a camp fire loops and a shallow stream. If I get the chance to go far enough I will cause each foot step in the stream to trigger a small splash.
The time of day in my environment is going to be night time, this way users are will drawn to any glowing objects. I will have only one directional light that will be tinted slightly blue to follow with the time.
What also would of been nice, would of been to demonstrate proximity lights. I have that with the sound for the camp fire but there is nothing I can think of that would be useful otherwise.
Environment Development - Particles
I knew I would want some kind of particle system in my game and I knew I will use fire, luckily when having a closer inspection of Unity I came across a pre-made fire particle system!
I downloaded a free camp-fire template and had to make small adjustments to the fire, so it seemed more realistic.
I downloaded a free camp-fire template and had to make small adjustments to the fire, so it seemed more realistic.
I also wanted to make my house more suspicious, so from the chimney I created what would seem to be magical glowing smoke, another great way to capture the users attention.
And to finish the whole scenes atmosphere off, there is a light snow covering the environment. It would appear as it has just began with a few small snow patches on the floor it has a great tranquil and calming effect.
Environment Development - Integrating Animation
Creating animations that can be used for Unity is a relatively a simple process, all that is required is you create your animation and when you export you 'bake' in the animations so they are written in to the export.
For example I did this with a simple flag, I used the nCloth technique and some extra blending of the frames to ensure it looks seamless.
For example I did this with a simple flag, I used the nCloth technique and some extra blending of the frames to ensure it looks seamless.
Environment Development - Tree Creation
So I also had a go at creating a tree that could possibly be used in my environment, below I'm going to do a short break down of how it was accomplished.
First I created a trunk with the quick use of a 'nurb circle' and the 'CV Curve Tool'. Once I had that I duplicated and shrunk them a few times for extra branches.
The UV mapping of a tree is super easy, especially with this method. Because they were a replica of the original trunk before hand I took a mapping and the rest sat perfect on top, now any high quality bark texture will look great all over the tree.
The process took a little time but I was sure the result would look great, I added extra effects like bevel and emboss along with drop shadows to give it that realistic feel. I also changed the hue on some of leads and warped a small amount so all look unique.
First I created a trunk with the quick use of a 'nurb circle' and the 'CV Curve Tool'. Once I had that I duplicated and shrunk them a few times for extra branches.
Next I arranged and resized even more branches, taking the edge tool to manipulate each one to ensure the tree was unique. I also tried to think about how a tree would actually grow and how to branches would intertwine.
The UV mapping of a tree is super easy, especially with this method. Because they were a replica of the original trunk before hand I took a mapping and the rest sat perfect on top, now any high quality bark texture will look great all over the tree.
After the basis of my tree was completed, I then went into to Photoshop so I could start to created my branches and leafs. I got a simple PNG of a branch and cut out a few leafs from photos.
When it was done I ensured I had an alpha channel on the image so it would work fine in Maya. I placed the texture on a small plane and activated 'live object' on my tree.
Finally it was just the simple but time consuming process of placing the leafs to fill out the tree and here was the final result.
Thursday, 16 May 2013
Environment Development - Creating Assets
As provided to use by the university we our modelling program is Autodesk Maya but to complete the whole process of creating an asset I also required Adobe Photoshop and a great tool called CrazyBump.
With the image in my mind I knew a simple crate would be an obvious model in my game so that's where I started.
Nothing special, a simple extrude and another extrude to intent the model. Giving it the typical 'crate' look. Next was the UV mapping, being a simple model I could rely on the Automatic UV Mapping tool to unwrap the model and then I textured it.
With the image in my mind I knew a simple crate would be an obvious model in my game so that's where I started.
Nothing special, a simple extrude and another extrude to intent the model. Giving it the typical 'crate' look. Next was the UV mapping, being a simple model I could rely on the Automatic UV Mapping tool to unwrap the model and then I textured it.
The texture has been modified from a simple piece of wood texture I found, using Photoshop I had to use 'Content Aware Scale' to help with fitting the pieces in, overall it came out well. I used a few inner glows just to really separate the parts and emphasise each one.
Using the awesome CrazyBump program I was able to quickly create and normal and occlusion map for my wooden crate texture, a few tweaks with the intensity and sharpness and a going back and forth between CrazyBump and Maya I had found the right settings.
Finally I applied all the textures and this is what I came out with in the Maya previewer, happy with the result I decided to use this crate in my upcoming game environment.
Environment Research - Developing My Theme
So being able to pick my three most favoured themes, I have completed a small amount of research for calm, awe and fear. I have decided to develop a theme for calm, but I would like a very small amount of suspense which could be classed as fear.
Unfortunately I do not play many games like I used to do, but I know the general idea that has always appealed to me and I can catch inspiration from a few games which I will be mentioning. There use a few abstracts from one of my favourite books which has given me the most promising idea so far.
Typical you can get very calm areas with awesome ambience from epic fantasy style games. For instance take Final Fantasy 10, in the area named Macalania Woods. A mystical forest that hold many secrets but seems very tranquil.
The short scene above is a short conversation between two of the main characters 'Tidus' and 'Yuna'. The scene looks for obvious purposes calm, it's to observed and compliments the conversation that is taking place between them. The glowing lights give an almost trance like feeling, this is what make the whole scene to calming to the player.
I've always had a great idea in my head that if I was to build a simple environment I would know exactly how I'd like it. The above example is pretty close but it's dramatic in terms of reality to the forest, but it's a different universe and that is fine. I will be using a passage from book called 'The Wizards First Rule' by 'Terry Goodkind', one of 13 books in an epic fantasy series. I will include the full passage in my final work but in short the main character Richard with his companion Kahlan are travelling to a friends house which has quite a detailed description in the woods which I would like to re-create. A small house on a little hill accompanied by many pine trees and a small fire, I'm not sure that this would be sufficient but if it comes to it I will add specific details so I added to the idea.
I have pieced together the description of the house and it's surroundings and I'm sure I can create quite a detailed environment from this alone.
"Zedd’s squat house came into sight a short distance farther up the trail. A single plank from the sod-covered roof served as a ramp for his old cat. White lace curtains hung on the inside of the windows, flower boxes on the outside. The log walls were dull gray with age, but a bright blue door greeted visitors. Other than the door, the whole place gave the appearance of hunkering into the grasses surrounding it, of trying to go unnoticed. There was a porch running the length of the front.
Zedd’s “reason” chair was empty. The reason chair was where Zedd sat and thought until he figured out the reason for whatever it was that had snagged his curiosity. Richard called out but received no answer. He smiled at Kahlan. “I bet I know where he is. Out back on his cloud rock, studying the latest batch of clouds.”
The two of them walked through the tall, wild grasses that surrounded the house and up a rise to the top of a small barren hill, where the cloud rock sat. Zedd was standing on the flat cloud.
Near a back corner of the house sat a table where Zedd liked to take his meals in good weather."
Unfortunately I do not play many games like I used to do, but I know the general idea that has always appealed to me and I can catch inspiration from a few games which I will be mentioning. There use a few abstracts from one of my favourite books which has given me the most promising idea so far.
Typical you can get very calm areas with awesome ambience from epic fantasy style games. For instance take Final Fantasy 10, in the area named Macalania Woods. A mystical forest that hold many secrets but seems very tranquil.
The short scene above is a short conversation between two of the main characters 'Tidus' and 'Yuna'. The scene looks for obvious purposes calm, it's to observed and compliments the conversation that is taking place between them. The glowing lights give an almost trance like feeling, this is what make the whole scene to calming to the player.
I've always had a great idea in my head that if I was to build a simple environment I would know exactly how I'd like it. The above example is pretty close but it's dramatic in terms of reality to the forest, but it's a different universe and that is fine. I will be using a passage from book called 'The Wizards First Rule' by 'Terry Goodkind', one of 13 books in an epic fantasy series. I will include the full passage in my final work but in short the main character Richard with his companion Kahlan are travelling to a friends house which has quite a detailed description in the woods which I would like to re-create. A small house on a little hill accompanied by many pine trees and a small fire, I'm not sure that this would be sufficient but if it comes to it I will add specific details so I added to the idea.
"Zedd’s squat house came into sight a short distance farther up the trail. A single plank from the sod-covered roof served as a ramp for his old cat. White lace curtains hung on the inside of the windows, flower boxes on the outside. The log walls were dull gray with age, but a bright blue door greeted visitors. Other than the door, the whole place gave the appearance of hunkering into the grasses surrounding it, of trying to go unnoticed. There was a porch running the length of the front.
Zedd’s “reason” chair was empty. The reason chair was where Zedd sat and thought until he figured out the reason for whatever it was that had snagged his curiosity. Richard called out but received no answer. He smiled at Kahlan. “I bet I know where he is. Out back on his cloud rock, studying the latest batch of clouds.”
The two of them walked through the tall, wild grasses that surrounded the house and up a rise to the top of a small barren hill, where the cloud rock sat. Zedd was standing on the flat cloud.
Near a back corner of the house sat a table where Zedd liked to take his meals in good weather."
Environment Research - Exploring Fear
Fear is used in a great many of game because they typically provoke the greatest reaction in a player. Close encounters, dead creatures, blood, paranormal things that really get the mind racing. Accompanied by very aerie sounds like howls and screams really create a terrifying mix of fear and suspense.
One of the greatest techniques for fear is the build up of anxiety, dread and suspect. When there is a dark corridor or the music suddenly changes, maybe a distinct noise catches your attention. These are key components to creating something with fear, finally the suspense is broken with a shock or something that requires you to run.
The best kind of fear is something that all humans are affected by, using universal problems will ensure your audience is broad. For example being trapped alone in a very confined space of which you effectually have to move from but you have no idea what will be there when you progress further. Instrumentals play a gigantic roll in portraying fear, you could simply see something brush by you in the shadows or it can be accompanied by a loud crash or screeching sound. This will multiply the effect we are looking to achieve.
One more thing that creates awesome fear in someone is seeing something in the distance, unmoving and silent. The player knows something is going to happen but they have no idea when, this is great for suspense and anxiety. I think with fear it's more the story and events of the game that go along way, you can have a scary room but if nothing happens it's another simple room.
One of the greatest techniques for fear is the build up of anxiety, dread and suspect. When there is a dark corridor or the music suddenly changes, maybe a distinct noise catches your attention. These are key components to creating something with fear, finally the suspense is broken with a shock or something that requires you to run.
The best kind of fear is something that all humans are affected by, using universal problems will ensure your audience is broad. For example being trapped alone in a very confined space of which you effectually have to move from but you have no idea what will be there when you progress further. Instrumentals play a gigantic roll in portraying fear, you could simply see something brush by you in the shadows or it can be accompanied by a loud crash or screeching sound. This will multiply the effect we are looking to achieve.
One more thing that creates awesome fear in someone is seeing something in the distance, unmoving and silent. The player knows something is going to happen but they have no idea when, this is great for suspense and anxiety. I think with fear it's more the story and events of the game that go along way, you can have a scary room but if nothing happens it's another simple room.
Environment Research - Exploring Calm
There are two ways you can look at the genre calm, especially when you are thinking in terms of a game and not just a scene. Typically at the beginning of a level we want a player to feel safe and the environment plays a large part in this. This could be a room that is secure or just a quiet area where nothing seems to be going on.
I don't think many games try to build calm into their levels however it seems to be essential in order to create a contrast from the fast paced motion of everything else. Otherwise that would become natural. We need to bring the mood down, so we can raise it again. Scenography and music play literally is the key to this whole feel when playing a game.
Then there is a second style of calm, sometimes just for demonstration purposes developers can create a paradise or a small environment. Something tranquil with a small lake or a small fire that you are drawn towards with proximity audio can really encapsulate you.
This is definitely going to be a part of my game environment, ideas like the paragraph above are what really sit in my mind and things I would like to bring into reality.
I don't think many games try to build calm into their levels however it seems to be essential in order to create a contrast from the fast paced motion of everything else. Otherwise that would become natural. We need to bring the mood down, so we can raise it again. Scenography and music play literally is the key to this whole feel when playing a game.
Then there is a second style of calm, sometimes just for demonstration purposes developers can create a paradise or a small environment. Something tranquil with a small lake or a small fire that you are drawn towards with proximity audio can really encapsulate you.
This is definitely going to be a part of my game environment, ideas like the paragraph above are what really sit in my mind and things I would like to bring into reality.
Environment Research - Exploring Awe
Awe is a genre that is very specific to the perception of each individual. Typically we think of something that contains beauty, something you could just stare at for a long time and really appreciate what is provokes inside of you. It could quite easily be mixed with the genre of calm and joy, think of a landscape or a magnificent piece of architecture.
Utilising light to its best and efficiency is a must when creating a beautiful scene, using light rays, depth, shadows, and fine-tuning each shading property is a must. This can be seen from these images below.
I think what really makes a game environment great and considered to be looked at it in 'awe' is the use of lighting. Really taking notice your light rays, making sure your shadows sit properly and getting the ambience of your scene perfect is crucial to achieving this genre. Lighting goes along way, you can instantly change the mood of your scene with even the smallest of adjustments.
The screenshots above give only a fraction of what can be classed as 'awe', in this case for me. Glowing lights, calm nights and great landscape really make stop and look at what is going on and appreciate the effort and character that a game developer has put in to their scene.
I believe that 'awe' is going to be one of my chosen themes as I really believe in making something that can be appreciated by others that are conceived in your mind and place into a visual reality. Not to mention you incorporate many things to make this work.
Utilising light to its best and efficiency is a must when creating a beautiful scene, using light rays, depth, shadows, and fine-tuning each shading property is a must. This can be seen from these images below.
I think what really makes a game environment great and considered to be looked at it in 'awe' is the use of lighting. Really taking notice your light rays, making sure your shadows sit properly and getting the ambience of your scene perfect is crucial to achieving this genre. Lighting goes along way, you can instantly change the mood of your scene with even the smallest of adjustments.
The screenshots above give only a fraction of what can be classed as 'awe', in this case for me. Glowing lights, calm nights and great landscape really make stop and look at what is going on and appreciate the effort and character that a game developer has put in to their scene.
I believe that 'awe' is going to be one of my chosen themes as I really believe in making something that can be appreciated by others that are conceived in your mind and place into a visual reality. Not to mention you incorporate many things to make this work.
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