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/