Sunday, 11 December 2016

Week Summary - BA2a Week 11 (3-week development project week 1)

Development Project

For our three-week development project I decided to choose the product design brief, as a way to develop something outside of my usual focus, which is human characters. I want to focus on realistic rendering for this project, using it to further my knowledge of materials and refine my design process.

My brief is to design five items that might appear in a medieval fantasy shop, in a Dungeons and Dragons-type setting. I think one design a week wouldn't push me hard enough, while two might be too much, so I went with five as a compromise.

Ring

The first item I chose is a magical ring. I wasn't sure at first what enchantment to choose, so I started scribbling silhouettes in search of a starting point.



As I went on I found I liked the idea of a ring which used the face of an animal as if it was biting the user's finger. The only problem with this is the fact that the teeth would pierce the skin, which I decided to incorporate into the item, making it a blood magic ring powered by the life of the user. Going on with the silhouettes I found them becoming more and more like a dragon skull, as I liked the sleek and sharp shapes of snake and lizard skulls but also enjoyed the more antelope-like horns.



The next stage for this was to render it fully to show the materials involved, but I struggled with visualising the ring as a 3D shape. Instead, I opted to sculpt the shape in Zbrush to allow me to create an actual 3D shape which I could then work from later for a paintover.


Taking a rough shape from maya, I found it much easier using this method to create a pleasing shape for the ring. Having a 3D model let me see in real time how the changes I was making affected not just the profile silhouette, but how it looked from all angles, allowing me to make the shape interesting from all angles, not just the side. Below are some process shots.





And then the final 3D model.







After this was done I took the above screenshot and used it as a base for a paintover, but first I considered the type of material I would be painting. I felt iron would be a fitting material for a blood-based item, but a worn and tarnished rather than a polished iron, to give it an aged look and give it history. Below are some material studies where I tried to figure out how iron reflects light, what kind of colours it contains, and which combination of brushes gave the most realistic look. In the end, I settled on a pipeline of establishing colours with a basic hard round brush, blending them to a smooth gradient using a soft airbrush, and then adding texture by blending over the top using noisier, more textured brushes.


I'm very pleased with how the final painting turned out, I think there's a believable feel to it even despite the magic effects and the nature of the design. In places there might be a little too much texture, but as a concept piece rather than a final illustration, and in conjunction with the zbrush sculpts I think the design holds up really well. I am however concerned about the amount of time it took me to produce one item, and I think I need to streamline the process if I'm to finish five in the time I have.




Friday, 2 December 2016

Week Summary - Game Jam (Week 10)

(Day 0)

We received the theme and brief and formed our team. We had a meeting to discuss ideas, and decided that a 2D arena fighter-style game would be the best to aim for given the short time we had. Other members of our team all had experience with using 2D pixel art in UE4, so this seemed the best choice for things to run smoothly, and in the spirit of the genre we decided to use the NES colour palette.

The theme for the game came from a joke about a panda cooking game which we decided to run with, diversifying it a little by making it about various different kinds of bear chefs. We finished the day by assigning roles for the project; as I had the least experience in pixels but some in animation, we decided I would do vfx for the project as well as fill in other gaps that might arise as we went on.

Day 1


We decided that as we were making a fighting game we could have each of the five of us design a bear to include. I chose to make my design in pixels as practise for the rest of the work I would be doing.



I then started on the fx, starting with the most essential part which is the water at the bottom of the level, and then moving on to the attack effects

Day 2

Continued with the attack fx, trying to make them look fairly fluid using pixels was a bit of a challenge but I found ways of making it work, and I think the final effects look really great.
After I was done with the fx I moved on to character portraits for the menu, which we split between two of us. I kept them fairly basic in the interests of time and the nature of the pixel look.




I also made a button for the menu and a transition screen, the latter we unfortunately couldn't work into the final game but I think turned out well.






Day 3


With all of the fx done I used this time to add polish to the game, making a splash screen, logo, and some small UI elements, as well as a control screen.





I didn't realise that I'd accidentally mixed up the PS4 and Xbox controllers in the control screen until the submission day when people expressed some confusion when playing. Fortunately the controls are basic enough that people quickly figured out which joystick was the correct one.


Submission day


Although our team didn't win any of the categories, I think we made a very successful game in the time allowed. People seemed to really enjoy the competitive element and the spirit of humour we'd approached the game with, and though the controls could use a little tightening up to feel a little better to play I think we had a pretty strong core gameplay loop which could be expanded on.