Tuesday 13 December 2016

Unit 6 – Assignment 1: Task 2

Task 2. Similar games.

Title: 
BloodBorne



TitleBloodBorne
GenreAction Role-Playing game.
Selection of ContentDark, Gothic Victorian, Dimply lit and Exploration.
Construction of ContentNarrative and character driven
Narrative ConventionsStory driven, Terminate the source of the plague.
Codes and ConventionsHealth and Ammunition, adventure, 3rd person, objective based, killing of enemies, variety of tradition weapons
Target Demographic18+, generally male audience(Young adults).

Genre: 
Action Role-playing game.

Selection of Content:
Gothic Victorian art style, with castle assets and characters being used.  
 The environment is usually always dark with either torches or natural light being used. Smoke is common when trying to make depth for an environment or a change in atmosphere. The game is 3rd person and uses melee weapons as a primary default weapon choice, pistols are used but not often and seen as a secondary weapon.
The font choice is small and looks basic.
The title font choice is a Gothic style and is medium. 
The colours are mainly based in Victorian times (black, brown, white etc). 
The environment seems abandoned with little to no people around. 
The weapons and enemies are large.
The sounds in the game are mainly atmospheric i.e. wind. It also includes sounds such as footsteps and doors opening. The game focuses more on a buildup for a level rather than a soundtrack continuously being played.   

Construction of Content:
At the beginning of the game you have to create a character and choose a group of people (a religious group) which have different opinions of the world. Lanterns are safe zones which allow you to save the game and replenish health. In doing so all monsters will be re-spawned. The game is difficult and the player is likely to die a lot of times so auto saves and lanterns have been placed in the game. The player can collect currency which allows the player to buy upgrades and other items in the shop.
Due to most levels (maps) being large the game created a teleport which the player would have to use if you need to get somewhere which you wouldn't be able to get by foot.
There are many ways to pass an environment but the most popular way is by the story.
The two main bosses are in the same environment "Hunters Dream"

Narrative Conventions:
The games story is linked from the previous game series.
The Hunters objective is to locate and terminate the source of the plague, and escape the nightmare. 

Codes and Conventions:
The game is 3rd person and have Gothic Victorian art style. The game is similar to games in its genre i.e. "Dark Souls" the hub is similar to others with the health bar and damage. The character is able to be upgraded and so are the weapons. The game has big health packs that usually take most of the screen. The sounds in the game are also similar to the games genre as damage and enemies sound the same. The game has taken more of a horror root rather than an adventure game.

Media Text:
Bloodborne used TV advertisement and YouTube as its way of showing of the game. It also used other media software similar to other games in its genre. 

Target Demographic:
The game developers were focusing on keeping their audience of soul fans but wanted to expand the audience by making better software. The games target is for male teens+

Title:
Until Dawn Rush of Blood

TitleUntil Dawn Rush Of Blood
GenreSurvival, Horror, Action, Arcade
Selection of ContentDark, Claustrophobic, Dimly Lit, Theme park art style. 
Construction of ContentShooting targets, leaderboards.
Narrative ConventionsCompeting globally on a leader board.
Codes and ConventionsAmmunition, fast paced shooter, Score based, killing of enemies.
Target Demographic18+, generally male audience(Young adults).

Genre:

Horror, Action and Arcade

Selection of Content:
The games font and art style is a theme park style. This includes realistic designs and animations. Psycho is from Until Dawn which some other characters also being added in there. The game is set at night that has basic light that is either coming from lights from the ride or torches from your weapons. The colour scheme is based around theme park and circus colours (Red, white and black etc.) At the beginning of the game the player enters the ride by the clowns mouth shown on the image. This is designed that way as most circuses or theme parks have these card board cut outs.
Objects such as rubber ducks and balloons are normally seen at theme parks and makes it suitable for the game.
I have chosen this game as it is based in a theme park that contains the odd feature of clowns. The game is first person and is a horror game. It also has a similar amount of levels as I do and each one is based in a different creepy environment.

Construction of Content:
The game has seven levels that are based in different environments from until dawn and some others that have been made just for this game.
1. Haunted Lodge
2. Nightmare Descent
3. Hotel Hell
4. Psycho
5. Ghost Town
6. Mines of Death
7. Final Inferno
The player is placed on a roller coaster that travels to each level which can contain the psycho or ghosts. The levels have hidden rooms which the player can access buy shooting hidden objects. These rooms have more objects that reward more.
The player has to survive all the levels and focus on shooting the targets in order to get a good score at the end of the level or game.

 Narrative Conventions:
(The game is more of an add on for Until Dawn)
Try and survive the 7 levels and to get to the top of the global leaderboards

Codes and Conventions:
The game is designed using VR which is results most of the designs (Hub) to be different. When VR games are compared the hub and controls are similar with usually no health bar being a problem. In this game after a few hits you lose, like most other arcade VR games. The player controls two guns which you have to aim and shoot at targets. the player will have to reload before continuing to shoot after an amount of shots have been fired.
The game is first person and doesn't require you to use a controller as its your head and gun controls you will be using. This is very similar to most VR shooters and Arcade games.
Some of the sounds are from Until Dawn and the rest have been created to make it seem scary, with footsteps and voices being included. When you start the game you have to shoot targets this prepares the player that its a arcade shooter. Including the horror feeling into the game they then get the idea that things may jump out which you have to kill.
(Giving a weapon to a player shows that some type of combat will happen).
When the player runs out of ammo the guns light will go red which indicates that the player needs to reload that weapon.

Media Text:
This games was advertised as a follow up on Until Dawn. It was shown as a advertisement for using the VR. The Game was aiming at the until Dawn audience so that it wouldn't need much advertising as most new games.

Target Demographic:
The developers want to focus on a mixed gender game which aims at teens+.
This is because of violence and horror that the game contains and that its based on a roller-coaster that most people enjoy, no matter the gender.

Title:
Killer Klowns Game.

TitleKiller Klowns Nightmare.
GenreSurvival, Horror, Action.
Selection of ContentDark, Claustrophobic, Dimly Lit, Exploration.
Construction of ContentLinear, narrative and character driven
Narrative ConventionsStory driven, Stop the nightmare and kill the killer klowns boss.
Codes and ConventionsHealth and Ammunition, fast paced action, cover shooter, find objectives, killing of enemies.
Target Demographic16+, generally male audience(Young adults-adults)

Genre:
FPS, Horror, Action

Selection of Content:
The games environment art style is Gothic Victorian with realistic clown assets that will be all over the environment.
The game time is set in the morning at the beginning then becomes darker after each level is complete.
The colour scheme is red, blue, white (Clown assets) The environment is dark colours such as black, brown, grey etc.
The sounds are similar to most horror/action games with atmospheric sounds and creepy sound effects.
The environments try to give of the feeling of dark and abandoned.

Construction of Content:
The game has four main levels with two rooms that one contains a cinematic.
1. Practice Range (Tutorial)
2. The village
2.5. Room (In a house)
3. The Temple
4. The Castle
5. Prison Cell. (Cinematic) Ending.
On the first level the player must find 3 balloons that they must shoot in order to open the locked door. After one balloon is found one lock will become green, after all are found all locks are green and you will be teleported to the next level.
The village is based in two sections one for talking and exploring the village, the other side contains the combat.
When you reach the last house you are able to enter and complete the objective.
The temple is based around an abandoned temple that is in ruins. The clowns have taken over and left some nasty surprises.
The Castle is the main level which you have to fight your way to the top you fight the boss. After the boss is destroyed you will then watch a ending cinematic.
The cinematic is based in a prison cell that Mike has just woken up in. He then leaves the cell and walks slowly down the corridor to reach the exit, after a few seconds a jump scare will appear.

Narrative Conventions:
Kill the "killer klowns" and their boss. To then wake up and think its a dream then suddenly get jump scared by a clown.

Codes and Conventions:
The player will have a health-bar that will be green that gradually goes red the less health you have.
The screen may become red if you are taking too much damage or on very low health.
The guide for the map will either be in words "Find 3 balloons" or clown footsteps.
Ammo will be included. The story is slow at the beginning then becomes a much faster paced game.
Enemies will explode with some type of effect (popcorn/candyfloss/explosion etc.)
Find the objective or kill an objective to access the next level.

Media Text:
Our game will be most likely advertised through YouTube and other websites. TV advertisement would be unlikely.
These popular games are both dark and gritty and are focusing on the genre of horror.
The games chosen have similar ways on what we want to advertise our game like, for example we want to keep the audience that likes the movie and also for people that have never heard of it. It is also likely the game would advertise using simple websites such as YouTube to gain an audience.
Posters would be a good idea as it could reach a range of different types of people while also making itself known.

Target Demographic:
Our Game is focusing on 16+ (generally male audience). This is because of the alcohol and horror the game contains. The game is made for PC players only.

Tuesday 29 November 2016

Unit 67 Understand theory and applications of 3D modelling

Video Presentation Link: https://www.youtube.com/watch?v=iBzctA8wKXQ

Assignment 2. Be able to devise 3D models.

Clients Brief: A clown game.
Own Brief: Based on the research we are completely staying away from the films plot. 
The game is based after the film, which no believes ever happened. Mike starts to drink a lot and causes himself to be put in a holding cell "for his own protection", this then causes him to dream about three places (Our three levels) which he will have to face his fears. At the end of the game the player then finds out that it was a dream that Mike had about the clowns. 
This Client brief has allowed us to make a brief as wide as we wanted and so we have decided to stick with the odd detail such as the characters name and the clowns. But from that it is completely different. 

Title for game: Killer Klowns World Tour

(Update: First-person shooter). To make it feel more like a horror game.

The Main menu would ideally be an entrance for a cirus tent or a entrance which you have to enter by a clowns mouth (Cardboard). 

The first level ideally will be based in an natural environment, which the player will learn controls and combat.
(Update: This will be set in a snowy environment which the character has to shoot birds out of the tree to be able to progress to the next level, it will also include tips and guides to the overall game).

The second level will be based in a village that has two sections; the first section is for you to explore and talk to the villagers, the other section is when the combat starts. (Ideally a little boss battle).

The third level will be a entrance of a castle that has a link between level two and level four. this level will contain random clown spawning and a little puzzle to figure out. (find a key to open the door). (This level may contain a boss).

The fourth level will be another castle based environment with some added features such as a small village and bridge connecting. This level will contain a boss fight.

If we decide to make another level this will be based in a small cell which is basically a cinematic for the player to understand the game.

Concept art:
Birds-eye view for game (idea)

(Update) The cirus tent will be behind the spawn point for the player and a castle will be in front. The road in the centre is replace by a river that divides two sections of the level.
The buildings at the bottom have turned into more room for the castle which is in front.

Mountains and the forest hasn't changed.

Designed on Photoshop.
First-person view for game (idea) 

(Update) The view point of the cirus from far away has far more trees and other vegetation in the area. The lights have been changed into the moon and the sky is black not brown.

The cirus tent and the fields haven't changed.

The bird effect will be created.

Designed on Photoshop.


Maya Designs:
This object will be seen near objectives and on top of buildings. This will usually be seen in places that have many clowns or rooms with secrets.

This object is used to make the theme of the game more about clowns.

It uses the three colours that I've been using for my colour scheme.

Was designed using a circles to make the balloons with phong material that allows the reflection on the balloons.
I used cylinders to make the sticks for the balloons by re-shaping it to be thin and long.  

The cirus tent isn't for use and is for show in this case. 
The object is to make the game more suitable to the brief.

I was designed by using a cylinder. I stretched the polygons wide and then selected the top faces of the polygons to meet at a point, which gives the effect at the top of the tent. I then highlight the wanted face to then be coloured the desired colour.
I then made a duplicate of the tent and made to more beside it which makes it look like one tent. The fence was then create with the flooring. (These objects will be underneath the map and wont be shown if i decide to make the object closer to the players range).

This is a basic design of candy floss that will contain some skeletons and humans
(Like the film).

It will be most likely found in rooms or basements. (May contain loot or special items).

This was designed by using a cylinder which i selected the top faces and forced them to meet. I then added in more polygons so that the texture of the candy floss didn't look stretched. I then added a top part of the cylinders with a hook so that they can hang on the walls in my game.
The texture was changed in unreal as i found a much better texture for it. 


A quick design on what a room may look like in the circus tent.

Ideally the floor would rotate and move side to side.

Uses the main colours for the colour scheme
Red, blue and white

This is most likely not to be seen in my game due to many brief changes me and my group have done. This was designed like most other designs of mine, using cylinders and circles to make the object. The colours are also simple with no actual textures being added. If this is to be added the object would have to go through much changed such as making the object have textures.

The main models for this game will be:
The Clowns: (Maybe 3)
The Cirus tent: for show (In background) 
Balloons: usually seen close to objects or heavily populated areas of clowns.
Candy floss: This will be most likely seen in dark rooms or basements
Weapons: (Melee or some sort of bow)
Statues: This will replace the angels in the level at the moment
Footprints: This is from the movie and will be place into a secret room.
etc. 

Most of the levels will be open to explore if you want. Others may need to be explored to find hidden secrets or objects that the player needs.
(Update: Level one must be explored).

Codes of Practice. (Legal-Copyright, Health and safety, insurance etc)
This is when the gaming industries have to think about when designing and developing a game. For starters, already created sprites or other uses for the game could be copyrighted which would result into you having to pay a high amount of money for that particular thing. This also considers the development team for there health and safety and how its important to keep the hours fair and to keep everyone safe. The insurance is known for helping people that have had a problem at work which is needs to be known in all work places.
My design and development of the game would have to be mine, sometimes games bring in other work that actually haven't been made by themselves and have gave permission for the use of the copyrighted image. If so the creator would have to give thanks to the person that gave them the image and would have to show there name in the credits or somewhere within the game.
When designing my game I will have to make sure that any work that isn't mine will have to be copy-right free or permission from copy-right holders.
In addition any designing that is based on a certain culture or group of individuals will have to be thought out just in case you might offend them.

Due to it being a funny/ horror we have given this game 12-above for target audience. (At the moment).
(Update: 16+ due to alcohol being mentioned and violence).

Some models are made with solid colours and results into making the game feel more cartoon like, which lowers the targets audiences age.

Friday 25 November 2016

Unit 69: Assignment 1 - Drawing Concept Art for Computer Games.

Concept Art

Concept Art is a form of illustration used to convey an idea for use in films, video games, animation, comic books or other media before it is put into the final product. Concept art is also referred to as visual development and/or concept design.

Environment Concept Art:
Link to image: 
http://conceptartworld.com/artists/toby-lewin/
The environment uses depth (fog/ faded mountains) which makes the environment look larger than it actually is which makes the player feel smaller and make the game feel more real. The image also contains a person which can make the environment look bigger and can make it feel more populated then what the environment actually looks like. I think the overall mood of this environment gives of isolation and that it looks deserted. The structure in the background looks old yet has futuristic features such as those floating objects. I think that this would be used in an adventure game and that player has just finally reached his destination. 
The purpose of this concept art is that it can be an idea for an environment or a beginning of a cinematic depending on the jobs title and agreement. Personally i think the structure in the background makes you curious and so it makes the environment more interesting. 
The purpose of this concept art is to show a environment for a part of the game i.e. a level or a cinematic.

Environment Concept Art:
Link to image:
http://conceptartworld.com/artists/andreas-rocha/
The environment uses depth (fog/ faded mountains) which makes the environment look larger than it actually is which makes the player feel smaller and make the game feel more real. The image also contains a person which can make the environment look bigger and can make it feel more populated then what the environment actually looks like.
 The colour scheme wants to make people feel at home while looking at an environment and so it uses a range of warm colours to do that. Having the warmest colours furthest away and having more of a cold colour closet to the player can make it feel that theirs a better place further away rather than the place they are at.
The purpose of this concept art is that it can be an idea for an environment or a beginning of a cinematic depending on the jobs title and agreement.
Personally this image makes me feel relieved of stress which makes me feel more calm, usually this image would be seen at the end or at the beginning of cinematic for a game or movie depending on what the developer wanted to make the person feel at that time.
  Many concept ideas such as this one is rather similar to other environment concept art due to it wanting an overview of the level/place.

Character Concept Art:
Link to image:
http://conceptartworld.com/artists/andrew-baker/
When designing this character the designer had to take many previous concept ideas and edit them until he had the finished product.
For example when the developer was designing this character the shape/clothes the character had would need a variety of styles to get the perfect finished product.
(Without concept art for assets the designs would be useless as companies need more than one idea as more ideas equals a better game).
The art style is realistic which uses futuristic features to make the designs. The mood gives the image as a powerful alien due to its unique body shape and style, and the horns that make it seem that it has a crown. The colour scheme is dark purple that gradually loses its colour and looks more like a statue due to its cream colour.
The purpose of this concept art is that its showing what the character looks like from all angles without too much work being done i.e. colours or clothes. This design is half complete when colour is involved due to it wanting that effect when people see it. This shows the viewer what the model looked like while you can see the finished product colour on the lower section of the model. 
Due to this image being 3rd person it shows that this concept art is at the step where they are just finishing bits of the design to get it into the game.

Structure Concept Art:
Link to image: 
These images are models of structures that will be in a game. The images are designed from different angles and heights. The models are not in colour as this is the stage on which the designer is getting ideas on what the buildings will look like. This is also a good way in seeing clearly what shapes and sizes the building will be.
The Colour scheme is black and white as it is the second stage of what a designer for buildings would be at. (First stage would be the outlines).
The purpose of the concept art is to show idea examples on what the buildings will look like in game before the colours or textures are placed. In my opinion its a great way to get an idea what the structures will look like and feel like before designing the game.

Character face development:
  

This is an image of a characters face that has changed into a zombie by steps of concept art. The design steps is most likely going to be used for a character that gradually changes into a zombie while in the game, if this wasn't that case the designer would have a simple character model with no detail then it would go straight into the designing for the zombie
(An example is step 1 and 6) rather than going in steps.
This again has no colour as it's trying to focus on the detail and shapes on the character before focusing on the colours for the character.
The design looks really detailed as the steps progress, The design at the later stage makes it feel more scary rather than calm. The art style looks like the edge of a realistic game.
This design for this character is important as the "change", needs to look like its gradually changing rather than skipping steps and turning him into a zombie that looks like the person hasn't been recently changed.

Stages of Concept Art
Stages of concept art is very important when developing a game, due to it making all the art suitable when adding it into the game.
The basic step for concept art:

1. Concept Sketches.
Concept sketches are important as its the way to make the best designed object possible and suitable for the character. Having only one or two ideas for a design will limit the design progress and make it a much slower process

2. Establishing mass, mood and palette.
This gives the designs life as it makes the environments, characters and weapons etc realistic for that type of game. This step is designed differently depending on the art style and genre for the game, i.e. a horror game would be a dark and depressing, while a cartoon game would have a bright and colourful environment.

3. Adding colour.
Adding colour gives that extra boost in the design process and can make objects look their best. Adding colour also determines what the game will look like overall.

4. Adding light and depth.
This is the end of the progress on concept art which gives the overall feeling for the game and makes the environment, character and weapon etc look real.
Adding light and depth makes the game seem more realistic and makes better atmospheres for the games.

These are the basic steps in concept art when designing a 3D environment or background.

Link to the concept art: 
http://conceptartworld.com/

Wednesday 26 October 2016

3D Environment Sketches

Environment development sketches.

(First-Person viewpoint)
This will be the view of the Circus tent from the town centre.
(Second image: Number 12 facing number 1.)


(Birds eye view)
 This is the basic idea on what the environment will be like and where most of stuff will be placed. 
Ideally this will be the map which you spawn in each round as you finish the levels. 
(This is basically a map for taking the player to the next level.)
Left Street: Level 1. Right Street: Level 2. Forward Street: Level 3. 
Each of the streets will gradually open after each level is complete, so that the player can go to the next level.

Although this is a map for taking players to the next room (Ideally) The map will also contain secret areas and items which the players can find round the map such as the buildings. While doing this the player may find the odd clown waiting.







Audience Research

Defining our Audience
1. Audience Research

Audience Research is research that is designed to help find what audience that is best for the desired product (game) Which is called the target audience. The target audience is very important to the designers as they are focusing on your audience and what your into.

Quantitative Research is very important when considering an audience as it shows ratings and measurement panels that have been made for other games that have already been released. This type of research will be the guide to get a good idea on what audience would like your game. This research is more of a guideline on knowing what your potential audience is. Quantitative research is heavily relayed on when other games have been created in the same category. The stats and information on the style of games will help show if the game is even worth making and if they will make a profit. This is also used to estimate on how well the game will do when its released.

Qualitative Research is based on peoples opinions and questionnaires. This can be from a simple one on one in an interview or a group discussion about the games idea. This is a good research technique as it can narrow the audience down to a group or it can strengthen the Quantitative Research that you already made. These two research types will allow you to gain a good idea on what your target audience is due to having past data and data on peoples opinions. Although having data from Quantitative research is useful, Qualitative can still make a huge difference to a games selling rates.

2. Defining Our Audience 

The Killer Klowns from Outer Space had a budget of $2,000,000 (Estimated).

Released: May 27th 1988

IMDb: 6.1/10
Rotten Tomatoes: 71%
Average rating 3/5

Opening Weekend:
42,657,329 (USA) (27 May 1988) (893 Screens)

Gross
$15,625,095 (USA) (22 July 1988)
$43,625,095 (Worldwide) (28 October 1988)
$28,000,001 (Non-USA) (27 October 1988)

Weekend Gross
$1,364,238 (USA) (10 June 1998) (926 Screens)
$2,240,128 (USA) (3 June 1988) (922 Screens)
$2,657,329 (USA) (27 May 1988) (893 Screens)

Admissions
3,682,397 (USA) (22 July 1988)

Filming Dates
26 February 1987

Copyright Holder
c 1987 Trans World Entertainment

Studio: MGM

In Theatres: December 31st, 1987 Wide

On DVD: August 27th, 2001

Awards:
2 Nominations

The title was originally going to be Killer Klowns but the developers thought people would thinks its another slasher movie so they added on "From Outer Space" to add humour.

Sex and Nudity: 4.5/10
Violence and Gore: 8/10
Profanity: 6/10
Intense scenes 7/10
Alcohol/Drugs/Smoking 4.5/10

PG Rating 13 (Adult situations/Violence/language)
Duration 86 mins

The Return of the Killer Klowns from Outer Space in 3D (2018) (Short titled: Killer Klowns 2)
Release Date 28 September 2018 (USA)
Date was originally 2016 but then moved back to 2018 due to some needs in editing. 

Comments for the Next Killer Klowns film:
"This is simply the best news I've heard all year!"
"Its going to be great as it contains the same producers and team"
"It was stupid and silly but that's the reason I love it so much!"
"Hopefully the re-make is better than the first"

The comments are actually very positive and seem to be very excited for the next release. People have said that they enjoyed the first movie due to its unique style, and that they saw it when they were children. This has already gained an audience due to it being so popular in the days. The quantitative research that was gained shows that even though the movie was low in budget and didn't have much to offer, the film did rather well in comparison with the budget.

Links to the information:
https://en.wikipedia.org/wiki/Killer_Klowns_from_Outer_Space
https://www.rottentomatoes.com/m/killer_klowns_from_outer_space/
http://www.imdb.com/title/tt0095444/business

Information and data from the questionnaire.


The Research methods were to find out who is the right target audience is for the game and to find out if people would want a game to be made based on the movie.
I designed two surveys one based on the film and one on the game. Each question was basic with either a tick a box or right a response technique. For example the first question asked for the age of the person, this will help me guess the age range for my game and what age preferred the movie more. Another example was asking if a person would buy a game based on a bad movie. This question was to see if a game based on a movie would do well. One question asked which was your favourite part of the movie and what part was your least favourite. This was to help understand what people liked and disliked and what part I could leave out if I were to make the game based on the movie.
The first survey wanted to find what people enjoyed and least enjoyed about the film and what they would have preferred to see. The second survey was used to see if people would want a game to be made and what content would they want and expect in the game if it was to be made. 
These two surveys are designed to narrow the target audience to a group of individuals that are similar i.e. (17 yrs that like horror games). 


Film Survey Questions and responses.

Q1 How old are you? 
This was the first question as i want to find out what age range would prefer my game and how wouldn't.
Answers: 17-19yr have tried the survey and it seems that the younger people 17 prefer it.
Q2 What were your thoughts on the movie?
This was a question that was open for opinions and was used to see what they thought about the movie as a whole.
Answers: Most was negative and didn't like the movie "bad" "very bad" however just under the vote people said it was "good"
Q3 How would rate the movie overall?
This question was a tick a box which just gives a good idea one what category the film goes.
Answers: Most responses were either "bad" and "good".

Q4 Do you think the second movie will do well?
This question was asked to see if people would think the game would be good after the original movie.
Answers: Most people think it would do terrible and see no point in the production of the movie.
Q5 What do you think of the humour?
This question helps me narrow down why they liked it or didn't.
Answers: Most people thought it was unique and funny on how bad the film was.

Q6 What would you change to make the film better?
This was a used to see what parts people liked and disliked about the movie so that i dont do the same mistake.
Answers: With most people saying "everything" people thought that the movie could have had better acting and better effects.

Q7 If you had to remove and scene and replace it, what would it be?
This question is joined with question 6 and is just finding out what they would have wanted to see instead.
Answers: Most people said remove the ice cream scene and replace it with some action. Others thought that the beginning could of contained a better scene of blood and gore.

Q8 What is your favourite scene?
This is so that I know what the audience likes and what they would want to see.
Answers: People responded with the "farmer", "The boss fight" "The puppet show"

Q9 As a horror how would you rate it?
As i'm thinking about remaking this into a horror game I need to know if people think it would do well in that style and if so should i stay away from the original movie plot if it didn't do so well
Answers: Most people thought the movie was really bad when horror was involved. And had no positive feedback on it.

Q10 What is your main reason on hating/liking the movie?
This is just to get an overall opinion on what they think about the game.
Answers: Most reasons on not liking the movie is that the effects and acting was bad. The reason some people liked the movie was that it was different and unique in the way it shown the story.

The Games Survey Questions and responses.

Q1 How old are you?
This was the first question as i want to find out what age range would prefer my game and how wouldn't.
Answers: 17-19yr have tried the survey and it seems that the younger people 17 prefer it.

Q2 Do you think a game based on the movie "The killer Klowns" is a good idea? 
This question was to see if people would prefer a remake or a totally different game that doesn't relate to the movie.
Answer: Most people responded on the tick a box answer as a  "No" or "maybe". No one said yes as a good idea.

Q3 What Genre would it best fit?
This question was created to find out what my audience would want as the style of my game.
Answer: Most people said Fps (First Person Shooter), and some people voted for a horror.

Q4 How much would you be willing to pay?
This was to see if people would go out there way to buy the product and if they see it as something they would want to buy.
Answer: Most people choose the less option "Under £10" little choose higher.

Q5 Would you pay for a game that was based on a bad movie?
As a general question this can also help me decided weather I stay with the films plot or a completely different design.
Answers: "no" most people said no and would buy a game that had bad history before in a movie.

Q6 As a player what role would you like to take?
This was asked to see how the player would want to play the game and what role they would like to take.
Answer:Most people choose to be a human that hides away from the clowns, others said a clown hunting the humans.

Q7 What scene in the movie would you want to play in the game if any?
This question wants to see what people would want in the game if the game followed the films plot.
Answer: The general result was that most said nothing and some said the boss at the end.

Q8 What weapons would you want?
This is asked so that i get a good idea on what they want and what assets i should create.
Answer: Most said silly weapons such as "a popcorn gun" some people said realistic weapons and casual shooters such as pistols.

Q9 What dialog would you want/expect in the game?
This was to give me an idea on what my sounds will be like in the game and what people would like to hear.
Answer: "Laughing clowns" "village people talking" "footsteps" "Banging noises" etc.

Q10 What special effects would you like or want to see in the game?
This was to see what people would want to happen when a certain object is activated or destroyed.
Answer: "When the clowns are killed they explode" "Weapon effects" "Environment effects such as wind and fog" "Laser weapons" etc.

The conclusion of the research:
The research shows that most people did enjoy the movie to an extent and likes the humour of the game, however when answering the "Would you buy the game (Based on the movie)" most people said no. And would prefer a game not relating to the game. When asking would you buy a game relating to a bad movie, they answered no.
The research shows that people would like a remake that doesn't relate to the movie. The research suggests that if the game was to be made relating to the movie, people would not but the product. The player would like to be the human hiding from the clowns which has no weapons. If weapons were to be in games the research shows that the player would like funny special effects and weapons such as a "Popcorn gun". The genre was split into either a horror game or a first-person shooter.
When characters are involved people would like to see more of "Dave" rather than "Mike". When asking if they would rather see a new character in the game they agreed. When game play is involved the player would like to see more than one type of clown and would like to have a boss battle at the end.  Overall the audience would want a game not relating to the film and to have a variety of different situations and objects. They would also like a boss to fight before finishing the game.

Quantitative and Qualitative research had different responses when the survey was made. The quantitative data was very positive and shown that many enjoyed it and that it had strong supporters, The qualitative research supported the quantitative research by having strong data that people commented saying; "What a great movie" and  "I can't wait for the next one".

Due to this survey being done in college the results were not strong and for that reason need to be remade for a wider audience. Although the survey was answered with responses that I could use I think a public survey would have been more successful.

Tuesday 11 October 2016

Unit 66 Understand theory and applications of 3D modelling

Understand theory and applications of 3D

What is a 3D model?
In 3D computer graphics, 3D modelling (or three-dimensional modelling) is the process of developing a mathematical representation of any three-dimensional surface of an object, either inanimate or living. 
3D models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines curved surfaces, etc. 

What would you use 3D modelling for?
3D models are widely used anywhere in 3D graphics and CAD. Actually, their use predates the widespread use of 3D graphics on personal computers. Many computer games used pre-rendered images of 3D models as sprites before computers could render them in real-time.
3D models nowadays are used in a wide variety of fields. The medical industry uses detailed models of organs or any equipment that they are creating. Video game industries use them as assets for computer and video games. The science sector uses them as highly detailed models of chemical compounds. The architecture industries use them to demonstrate proposed buildings and landscapes in lieu of traditional, physical architectural models. The engineering community uses them much more as they create new devices such as engines to a new vehicle or structures. Engineers use 3D modelling to create most of their equipment and for that reason they depend on 3D models.
Artists have also been likely to be found using software to create 3D models as a way of designing their own style of art. Artists have moved on from Photoshop and are using 3D modelling as a way to make their art more realistic.
3D modelling is very likely to be used in most creative industries, and even those that you dont expect. This is due to the 3D model allowing a perspective on all sides and angles of the object.

Modelling Process:
Polygonal Modelling:
Points in 3D space, called vertices, are connected by line segments to form a polygon models, because they are flexible and because computers can render them so quickly. However, polygons are planar and can only approximate curved surfaces using many polygons.

Curve Modelling: 
Surfaces are defined by curves, which are influenced by weighted control points. The curve follows the points. Increasing the weight for a point will pull the curve closer to that point.

Digital Sculpting:
3D sculpting has become very popular in the few years it has been around. There are three types of digital sculpting Displacement, which is the most widely used among applications at this moment, uses a dense model (Often generated by subdivisions surfaces of a polygon control mesh) and stores new locations for the vertex positions through use of a 32-bit image map that stores the adjusted locations.
Volumetric, loosely based voxels, has similar capabilities as displacement but does not suffer from polygon stretching when there are not enough polygons in a region to achieve a deformation.
Dynamic tessellation is similar to voxel but divides the surface using triangulation to maintain a smooth surface and allow finer details. These methods allow for very artistic exploration as the model will have new topology created over it once the models form and possibly details have been sculpted.
The new mesh will usually have the original high resolution mesh information transferred into displacement data or normal map data if for a game engine.

Animation:
An example of a 3D Modelling software is "Maya" This offers a range of tools for you to create 3D objects. In Maya you are able to animate the chosen object to do what you like for example; a ball that bounces. This is created by using frames, in each frame is a time difference which you move the objects arms or legs depending on what you want the animation to act like. The bouncing ball would gradually go up and down in each frame so that when you play it, it will act in that way. Animations are used in many industries such as games, TV, film, education, etc. These rely on the object behaving in this way either to advertise what they have created or to make a clip. For example a movie may need special effects which could be created in a variety of ways. A 3D model of a helicopter could be used in a film to act like its been destroyed. I.e "World War Z" contained a Maya created helicopter which was used to act as if it got destroyed, this was created as it would be safer and would cost less money than an actual helicopter.
Animation can also be used to show people the function of the object for example, a design of a weapon (shooting/reloading etc.) people would like to see an example of the gun in action if the gun is completely been made by scratch (hasn't been created) such as an alien weapon.
Animations can also be used for trailers for games or movies. A video game such as "Call of Duty" uses animations to create its trailers, this is usually used to show off the new graphics in the game. Having people act out in a games trailer will usually not work well when the game is released, when popularity nowadays are involved.

Art:
3D clothing: The development of cloth simulation software such as Marvelous Designer, CLO3D and Optitex, has enabled artists and fashion designers to model dynamic 3D clothing on the computer. Dynamic 3D clothing is used for virtual fashion catalogs, as well as for dressing 3D characters for video games, 3D animation movies, for digital doubles in movies.
Human Models:
The first widely available commercial application of human virtual models appeared in 1998 on the lands end web site. The human virtual models were created by the company "My Virtual Mode Inc", and enabled users to create a model of themselves and try on 3D clothing. There are several modern programs that allow for the creation of virtual human models (Poser being one example)

3D Printing:
3D printing is a form of addictive manufacturing technology where a three dimensional object is created by laying down or build from successive layers of material.
In recent years, there has been an upsurge in the number of companies offering personalised 3D printed models of objects that have been scanned, designed in CAD software, and then printed to the customers requirements. As previously mentioned, 3D models can be purchased from online marketplaces and printed by individuals or companies using commercially available 3D printers, enabling the home-production of objects such as spare parts and even medical equipment.



Game Designers require 3D models to make 3D games. An example is the circus that's in the image. The circus was created using Maya which was moved into Unreal. Without 3D models the game Designers will have nothing to use for the game.
3D models are used to create a range of objects such as house-hold items to environments.

Textures and Shading:
Texture Maping:
To create a surface that resembles real life you need to turn to texture mapping. This process is similar to adding decorative paper to a white box. In 3D, texture mapping is the process of adding graphics to a polygon object. These graphics to a polygon object. These graphics can be anything from photographs to original designs. Textures can help age your object, and give them more of an appeal and realism.
Shading: A shader describes the entire material on an object, how the light is reflected, how its absorbed. Shaders and textures are similar as they make the 3D model have detail, however a texture is something that gets connected to a shader to give the 3D object its particular look.

A 3D object has many sides and a computer doesn't know how to correctly put a 2D texture onto a 3D object. A UV map is basically the 3D model stretched out into a flat 2D image to help place the textures in the wanted place.

Polygon Count: (The less the Poly-count the better the quality of play)
The Polygon count is the number of faces on your object. The higher the polygon count the more the game needs to keep the quality which in results you in needing to use tools to make less polygon counts. Most 3D models will contain high polygon counts, that will need to be turned down so that the quality of the 3D model is better. Usually polygon counts can just be a waste of usage on the 3D model and usually the designer wont tell the difference in design.

Specularity is basically the textures reflection of the light source on the object and how it shines. This is to help the idea of what the object material is made from such as metal would be shiny, wood would be solid.

Industries that use 3D modelling:

1. Entertainment:
3D modelling is in the entertainment field. There's no big film or popular television shows that dont uses extensive amounts of 3D modelling. The entertainment field usually is focused on designing 3D models when special effects are involved. Usually a real image is used and then the 3D models are used to make the environment different in someway such as; a eroding bridge or road. Its also good to place in objects that wouldn't be seen in that country if it was wanted. It could also be used to remove objects for that same reason.


2. Gaming:
3D modelling is evident in this area of gaming. This is needed to make everything such as; the weapons, the characters and even the environment. If the Game is a 3D game there needs to be 3D modelling involved or that game would be empty.
3. Architecture:
People would use plans and blueprints into a drawing (usually realistic), that was essentially the first "picture" of the future. The computer allows them to add motion and depth, so that clients can "fly-by" that illustrates all angles of vision. That is used so that the client knows exactly what they're in for on their project. An example is a client wanting a house made by his imagination, the designer would then use 3D modelling software which would show them in and out on what the house looks like due to it allowing to show each angle.

4. Geology and science:
Geology and scientists can use 3D modelling to create models that simulate earthquakes and land-forms, such as ocean trenches, that let them see the effects of stresses. Additionally, they can simulate motion, like flight patterns including various factors that affect them.


5. Advertising and marketing:
3D modeling artists can help advertisers and marketers depict their products in the ideal state. This allows companies to create new products and prototypes at drastic savings. And if the product fails the company will be able to fix the problem by fixing the problem in 3D modelling software. Additionally, once they have developed the right rendering, they can use that to sell the item before they have to invest capital in production
Representation: Almost all 3D models can be categorised into two categories.

Solid: These models define the volume of an object they represent (like a rock). These are more realistic, but more difficult to build. Solid models are mostly used for non-visual simulations such as medical and engineering simulations, for CAD specialised visual application such as ray tracing and constructive solid geometry
Shell/Boundary: These models represent the surface, e.g. the boundary of the object, not its volume (like an infinitesimally thin eggshell). These are easier to work with than solid models. Almost all visuals models used in games and film are shell models, due to that you are able to see the different angles of the object without needing to rotate the image.

Mesh Construction:
Mesh Construction is the process of creating objects with polygon meshes; these polygons are different forms of elements. The elements are vertices, edges, polygons and surfaces.
Models are usually used through pre-made 3D shapes such as; Cubes, Pyramids, Cylinders and spheres.
These shapes are then formed to create other shapes and sizes for the object. Usually a cube will be used for a house or a building, while a sphere can simply be a football. The 3D software also allows the designers to use other tools that can allow you to make a 3D model without actually making the pre-made shapes.

Faces and Edges: 
When designing the object the faces and edges are considered. They can be either enlarged, get smaller or make multiple, This can determine what the shape looks like due to the shape being reformed. A face is a closed set of edges, in which a triangle face has three edges and a quad has four. A polygon is a set of faces, In systems that support multi-sided polygons and faces are equivalent.

Rendering: 
3D rendering is the 3D computer graphics process of automatically converting 3D wire frame models into 2D images with 3D photo-realistic effects or non-photo-realistic rendering on a computer.
A renderer may support only 3-sided faces, so polygons must be constructed of many of these; however, many renders either support quads and higher-sided polygons, or are able to triangulate polygons to triangles on the fly, making it unnecessary to store a mesh in a triangulated form. In addition, in certain applications like head modelling it is desirable to be able to create both 3 and 4 sided polygons

Previews:
When designing a shape different previews are available which can give different effects and help the designer such as; the light effect can show the effects of light on your shape, and a "Wireframe" vision allows you to see all angles of the object without needing to check all sides. These are some examples of what the 3D softwares can offer.