Friday 25 January 2013

BA5 - WW1 Trench Scene - Entry 2

I have been modelling a few different assets for my scene. These are going to be objects that could be ubiquitous to the WW1 setting of the game. I need to sketch out the layout of my trench scene before I can model it. But I am making a few props just to get started. So far, I have started;

-A British 'Brodie' helmet
-An enamel mug
-A bayonet
-A wooden crate
-A SMLE ammunition clip
-A tin plate
-A modular section of barbed wire
-A British SMLE rifle
-A hand grenade, or 'Mill's bomb'
-An individual .303 round
-And a British, Mark 1 Tank


My model of a 1907 pattern bayonet

The wooden crate model, awaiting texturing

The low-poly model of an enamel mug

A high-poly version of an SMLE stripper clip
High-poly Mill's bomb model

The British Brodie helmet model

I have found that using reference images is very important if you are modelling man-made objects, with strictly defined detentions and angles. Ideally, you would need high-resolution images of the objects, with views from the side, both if necessary, front, back and top views. I have found finding, good quality images for 3D modelling a challenge. For most of the objects I have made, I have had only had a collection of 3 quarter views  to study. However, for example, I did manage to get hold of good side-on views of the bayonet, grenade and rifle models.

Efficiency is vital for creating good 3D assets for a game engine. I have learned that there are certain tools in Maya that are not suitable for creating models for games. Also, there should be no hidden faces on a finished model. Furthermore, I have discovered that there seems to be a delicate balance at the core of 3D modelling. That a balance exists between creating a model that is realistic looking as possible, and that is using a minimum of polygons. The models i have created so far are by no means perfect, but I am eager to learn and improve, so I may produce professional, efficient models, appropriate for a game engine. And I suppose that is partly the goal of my brief, to successfully import a scene into a game engine.

Sunday 20 January 2013

BA5 - WW1 Trench Scene - Entry 1

For BA5, we have been allowed to dictate our own brief, within reason. I see this change as part of the process of letting us act completely independently, as expected in our third year. I decided to carry on from last term's project of the Game Design Document. I wanted to focus on 3d modelling. My primary strength is traditional 2D artwork, but I found that I also greatly enjoy creating 3 dimensional models. My goal for this project, is to make a small sample of a level, that could be found in our game, 'Beasts of Battle'.

Given the setting of my game, the First World War, a trench scene seems the most straightforward idea.  I would model a short section of a British trench, with firing steps, maybe a small officer's dugout and various detritus scattered throughout the model. In addition, I would make a portion of cratered 'no-mans land' alongside the trench. The brief states that whatever we create has to be interactive in some way. Maybe I could construct an ammunition crate that the player could open and close. Furthermore, I could make a door to the dugout, which would also be able to be opened and closed. Lastly, I have the ambitious idea of making a static machine gun that the player could man, and fire. At this initial stage, I do not know if this machine gun idea is a realistic goal.


Corrugated iron to strengthen the trench's sides.

An infantry assault.

The soldier on the left, is resting in a foxholes, quite literally, just a hole, dug into the side of the trench. 
Here, the sides are propped up with a kind of wooden weave. 
A grim recreation of a trench with fallen soldier, tangled in wire.

Friday 18 January 2013

BA5 Contextual Studies - Entry 2

Having looked at the introduction of the internet as a major change to the industry, I have decided to concentrate on a singular aspect of  this revolutionary progression. The impact the internet had, and continues to have on video gaming is massive, and is too vast to cover effectively. So I have chosen to look at DLC, or 'downloadable content'. This is additional content players can download onto their existing game, for a price, or sometimes for free. The precise nature of this content could be any number of things. For example, it could be extra ‘skins’ for characters in the game world.  Alternatively, additional multiplayer or single player environments.  You maybe able to play as whole new character within the game’s already existing story.

Downloadable content is additional content for an existing game. Therefore, they can only ‘work’ if someone first buys the actual game. So DLC needs people to get past this preliminary hurdle before they can have a chance of enticing an audience to purchase them. From a financial standpoint, DLC can prolong a game’s longevity in terms of generating profit. After initial sales of a game have begun to diminish, DLC can inject a new lease of life into a game’s fading sales figures.  DLC can be a powerful tool in this way. For example, take an already popular franchise like the ‘Call of Duty’ series , and then consider the sheer amount of DLC released after a game itself was released. In 2010, when ‘Call of Duty: Black Ops’ came out, four additional ‘map packs’ were made available in the months after it came out. These were spaced out over a year, culminating in the release of the next title, 2011’s ‘Call of Duty: Modern Warfare 3’. Therefore, never letting up on ‘new releases’ for too long, and always making money. DLC is not in itself a game; rather it acts as a extension. Although, the capability to download entire games also exists. The digital size of the games avalible to download is unimportant. Anything from small, 2D flash games, to triple A titles, which take up gigabytes of space on a hard rive.


Before the advent of the Internet, adding digital content to a game you have bought was unheard of.  Nowadays, you cannot say with certainty that you have wholly bought a game. There will invariably be something else for a player to buy or download. So in a way, DLC can be seen as just another marketing tool, to make even more money on top of the initial sales of a game. 




BA5 - Contextual Studies - Entry 1

For our initial task, we have been asked to explore a major change in video game industry,  from the last twenty years. This could be a number of things; maybe a technological innovation, or a breakthrough new genre fore example.

After researching the main technological advances in the past two decades, I must say that the most influential, and drastic change in the industry was the internet. When game developer's started to make use of the internet, this had a huge impact. Indeed, I believe it can be said that the internet has since had a high impact in all strata's of Human society. To name but a few things the internet has changed since it's induction; one is online gaming between players all over the world, or downloadable games and 'add-on' content, or DLC.  Another would be software patches, which address bugs or glitches remaining in a game after it is shipped.  Social networking has also become present in video gaming. People can now not only play games together using the internet, but can communicate directly. Players can add friends, monitor their activity, and can start live voice chats.

The Playstation Network allows players to communicate and compare scores with each other.

LittleBigPlanet has many items for players to purchase and download separately.

  

Monday 7 January 2013

A lesson in Light and Colour

Today we were given a lecture on the subjects of both light and colour. We were introduced to what light is, in scientific terms, and then how behaves around us, in everyday life. I found out that light consists of billions and billions of electromagnetic rays. These rays travel in straight lines, parallel to one another, and when they come into contact with surfaces, they can be; absorbed, reflected or refracted. For example, a green object only appears green to us, because the object is absorbing all the colour from the light which is hitting it, apart from green, which it is reflecting. We were shown some fundamental 'rules' which light follows. Light bounces around an environment a lot. The reflectivity of a surface is down to how even or uneven it is. If a surface is very uneven, the individual rays bounce off it in many directions, creating a soft, diffused light, which isn't very reflective.

We were given the task of selecting two images, and describe how the light is behaving in each one.
For my first image, I chose a piece of artwork from the game 'Bioshock2'.

The scene is lite from various different light sources, but a blueish, green shade of light overcasts the whole image, from somewhere overhead. You can see the light traveling down in slanted 'columns', picking up individual droplets of water, coming down from the roof. There appears to somewhat of a spotlight highlighting the character crouched over the immense globe. I suspect this is an example of 'artistic license ', when given the improbability that a particularly strong group of rays are illuminating her, and not any other areas of the environment around her. But this is likely because the artist wants to draw attention towards this character, adding an air of theatricality and drama to the scene, with this 'spotlight'. There is also an unseen source of light somewhere off to the left of the scene, which is illuminating the detail found on the back of the character in the foreground. This is because this character is the protagonist of the game, and as such, is important. In addition, there is a thin band of white light, highlighting the edges of the protagonist's body, down the right side. This draws the viewer's eye to the helmet, the features of the right arm and the deadly-looking drill. Overall, the image is quite dark, and is bathed in cool colours, like blue and green. I believe this is done to reflect the dark mood of the piece , and also that the image connects with the underwater world 'Bioshock2' is set in. In contrast however, the foreground character wields fire in his left hand. This stark difference in colour is vastly opposed to the cold tones that surround it. This is turn, stands out, and creates a point of interest for the audience. However, I don't think that this intended to be the central focal point of the picture. The character in the background has a singular, glowing red view port on her helmet. This draws the audience into the frame, with it's vivid colour. It creates further focus upon the character, but also helps even out the focus between both of the characters in the scene. The red of her 'eye' is matched with the red tank on the protagonist's backpack. The use of the red on both characters helps forge a connection between the two. In context of the image, the artist wants to describe the similarity between the two enemies, and that they are both equally matched.


For the second image, I chose a piece of artwork from Games Workshop's Warhammer 40,000 universe. It is a piece of cover art for an alien, machine race called the Necrons. The piece is by artist Adrian Smith.



To begin, the artist makes heavy usage of the colour green. This is a common colour, classically  associated with this particular race. This sickly shade of green emmanates from their weapons and devices, acting as a unifying colour across disparate elements in the picture. In particular, the central figure, who's long, staff-like weapon, has a glowing blade. The light from the blade is interacting very unusually with itself, and the elements around it. The metal of the blade itself appears to be dark and dull, and utterly unaffected by the light which is coming from it. Also, the light itself is very limited in it's dispersal. It seems to cling to the blade, and is not touching any surfaces nearby. These unusual features allude to the hyper-advanced, otherworldly ancient nature of the Necrons themselves. There are two great shafts of light originating from somewhere beneath the scene. One is just behind the figure in the center and the other is off to the right of the image, illuminating a skeletal foot solider. I think that this lights suggests at the immense power beneath the characters. In context of the scene, these Necron warriors are emerging from their tombs after aeons of slumber, ready to wreck carnage upon the galaxy. The forks of lightning in the background further emphasise the theme of power. They burst forth from a bruised, rust-coloured sky. Their light diffuses amongst the clouds, but becomes focused once it enters the clear atmosphere. The artist continues to attempt to draw focus towards the central character, by highlighting the scales of his 'cloak'. These segments look almost white, in comparison to the rest of the image. As this white tone hasn't been used in such concentration elsewhere in the picture, the viewer's eye is immediately drawn to it, and therefore the character himself.

I now understand that knowing how light and colour behave is an important aspect when it comes to producing realistic looking artwork. Having proper knowledge of such elements can make a good picture look great.