FMPY2 Reflection/Evaluation

After completing my Level for my final project year 2 which I have titled “The Fallen” I have a few thoughts on what I would do differently next time around and what I feel went well.

For starters, I did not like how the level flows, I would have liked to implement my subway system I had already planned but time restraints and my own ability stopped me from creating it and adding it into my level, I feel that this added zone would have given the level more depth and would have told a story better than just a street did, I would also liked to have added a few cars or a bus into the level but I felt that it did not suit the safe zone well as it would have taken up too much space and hide many of the assets and textures I created.  Another thing I would have liked to change is make the buildings more detailed and enter able, I ran out of time to create the interiors and so I made the decision to border them up and focus on the outside, I feel that this did not matter as much as it is simply a scene showcase and not a level I would use in a video game.

I decided to create a post apocalyptic city as I was inspired by games I usually play such as Fallout and DayZ, these games were my main inspiration for this project and hopefully it will show, with all of the overgrowth and apocalyptic signs around the level.

I really like the particle system of the Rain I created for this level as it went through many variations, whether being too bright, too much rain or just looked like falling rice due the angle of the rain. The result I settled on I feel was the best that I could have produced and combined with the ambient rain sound I feel creates a good atmosphere.

I also like my models for this level and the textures on them, from the wet looking road to the ruined, overgrown buildings and fire barrels. I really like how around my barrels it will create a lens flair and brighten the screen the closer you get, I used a post processing volume square to create this effect and I feel that it worked well within my level.

Another asset I really liked was the overgrowth, to create this I used a simple bush model and resized it many times to create overhangs and mossy walls which I then repeated around my level to give it the abandoned and overgrown look.

This being said, I feel that I could have produced a better result in the time I had but my own limitations and ideas really let me down.

Next time around I would have spent more time researching things I wasn’t too sure on such as a modular underground system for my subway.

On the last day of the project creation I created a Play menu so that instead of idling inside of the level, the scene will show a play menu which acts as a pause button, I feel that this worked well as it is not too intrusive on the scene as it is very minimalist with just a play button and the title on show.

 

Post Apocalyptic City Design Week Production and Reflection Log

Week 1:

For the first week of this Project I have been planning the basic geometry and design of my level. I have drawn a few level layout sketches based off of Crysis 2’s city design. I will perfect my level layout and then start to comprise a block out which will give me a rough estimation on the scale of my level and what I can start to 3D model. I have planned some of the assets I will need to create, this will include a Rusted down NY Taxi, Abandoned buildings, Lampposts, A ruined bus and traffic lights.

I have been conducting research into New York City, drawing places of interest and assets I will model such as a Yellow Cab. I have drawn several sketches of my Skyline That I intend to recreate and started to brainstorm level layouts, I am trying to make this level follow a linear path with set sequences that will trigger traps, small cut scenes showing a path etc.

Next week I am going to start on a very rough block out of my level and then start creating some 3D assets to use as placeholders.

Here Are Photo’s of This Weeks progress and my Research I had conducted and sketched out:

 

 

Week 2:

This week I have started to finalize the layout of my Level and decided to opt for a section of a street which will be populated by ruined cars, street trash and other rusted down assets such as collapsed lamp posts, traffic lights and a bus which will act as a piece of tunnel. This will lead the player into a subway area where you will see a temporary safe zone established by the survivors. This will add a level of depth to my level and will help to tell the player the story of what happened.

Week 3:

This week I focused on creating my 3D models and created a basic building which I will use primarily as background filler to give the illusion that there is a whole city around the player. For the closer buildings I will model smaller more refined assets such as shops with shelves and canned goods, Offices and some sealed off buildings that have been temporarily boarded. I have also started a rough block out in UE4 using basic Geometry to get the scale correct and see how the level will play out once it has been put together.

Week 4:

I started to use the basic 3D models I have created to populate my level and get a rough idea on how it will look, I have also continued to create my 3D models for the roads, lampposts and the traffic lights and now need to create textures for each asset. I know that this will be my biggest challenge as I tend to struggle with textures in Maya and so I will allow myself a week to completely texture all of my assets to the best that I can since I do not want to be bottle necked by my textures if I have a good design and models.

This week I tried several times to no success to create a subway system which I have had to eventually scrap since the layout of my level had no space to cater for an entire subway system.

Week 5:

This week I continued my UE4 creation, I was trying to correct my skylights and started experimenting with particle systems and lighting.

I have decided to base my level at night, using only fire barrels to light up the scene.

Week 6:

This week I have been creating more models in maya and started on some of the textures. When we are back in two weeks I am going to use my first week to texture all of my current models and then import them into Unreal Engine where I can then start to fully assemble my level.

 

Week 7:

This week I focused on texturing all of my assets and building my final layout for my level.

I also added overgrowth and moss to all structures in my level to give it an abandoned, post apocalyptic feel which will hopefully be reflected when the player explores my level.

Week 8:

This week I used 3D Coat substance painter to create higher detailed textures for my level, using this software helped me to quickly create many detailed looking textures in a very simplistic way thanks to their smart materials which you directly paint onto a model, this worked well for me since I struggle with UV mapping, so having it all done automatically sped up my creation process.

Week 9:

This week I had to start assembling my sketchbook and getting all of my research in order, I did this because I felt confident of the stage my level was at and so I decided to get everything ready for the end of year show.

Week 10/11:

I decided to implement a rain particle system into my level, this is going to serve the purpose of adding ambient noise to the level which will be the gentle rain patter, I will use a video I have found on YouTube which I will trim and implement.

I also added in a play menu so that instead of leaving the game idle, the level will need a user input to press play to start the showcase, I feel that this adds a level of professionalism to my level and will entice people to check out my level design.

I worked this week in creating my end of year show-board and a short cinematic clip to showcase my level.

Project 4 – Live Creative

For our Live Creative Project the whole class has been tasked with creating a fire safety video for children in primary schools to teach them the basics of fire safety. The video has been split into several scenes that we have split up into groups to create, at the end of this project we will combine all of the clips together to create a short video.

The age group for this project is around 6-8 years old so we are going to use bright colors that will appeal to the younger children and utilize cartoon characters based from fire fighting equipment to give informative dialogue to the children, acting as a narrator for the clips. This will hopefully retain their attention as the characters are interesting to look at and the scenes will be big, bright and colorful and full of small details.

The reason we are using this co lour palette is based off of some research we have gathered by looking at children’s TV channels and the types of programs they show. They are all usually lighthearted and very colorful.

Using these basic themes we will incorporate them into our designs so that it will naturally catch their interest easier.

For my task I was partnered with my classmate Carl Lipyeat to create the “overcharged” scene, this involved a bedroom with overloaded plug sockets and so we decided to base it around a computer desk with extension cables that were plugged into several other sockets such as block extensions, other extension cables etc.

To create this we had to create several 3D models to populate our scene with, to do this we used Maya to create and texture our models using block colours as this was the agreed color scheme by the class. We wanted to focus on the plug socket and so we focused most of the detail there and allowed the rest of the room to be background filler, we created a bed, tv, xbox, table, computer, monitor, mouse, keyboard and some game posters to make the scene look like a child bedroom.

I am really proud of how the plug socket models looked when we had finished with them as they were not simple block wires, they had bends and turns in the wire which I had to learn a new skill for, this involved using the pen tool to draw the rough path of the wire and connect a 3D tube onto and make it follow the line, this sped up the amount of time asset creation took and so we were able to create the scene in time, with all of the textures and models in place.

I am happy with our final result but one thing I would change is just to have a bit more clutter in the room as it seemed too tidy for a kids bedroom.

Specialization Research Report

My Chosen Specialization for this year is 3D Environmental Design and the methods behind it.

I will mainly be using Unreal Engine 4 for this as it is a software that we have used over the last two years and so it is where I have the most experience. For this research report I am going to be looking into different software that creators will use to create 3D and 2D Video game environments and asking How and Why these programs are better suited for their needs.

This year, my Final Major project for my specialization is going to be to create a single player video game level based around a post-apocalyptic New York, with a booming skyline and many famous landmarks in the horizon, namely the Statue Of Liberty – I have undergone the first steps of the creation process for this and started to draw up Concept art for how I would like to present this. With this being said I am going to start off my report by looking into Programs that can help artists produce their concept art and why they would choose to use software instead of physical materials such as a pen and paper.

The first software I will be investigating is Adobe Photoshop,

This is a very well known program, and for good reason, as a package it will include everything you need to get started in creating your art, it has every tool you could possibly ever need and if not, there are many plug-ins that you can install free of charge, this could be new tools, new overlays/designs and different presets for canvas sizes and quality.  The use of Photoshop to create concept art may be useful for an artist because of the wide variety of choice they are given, they can chose exact canvas sizes by typing in their dimensions and then can change many features of each tool to perfectly suit their desires. Photoshop is mainly for Raster type files (A Raster graphic is a form of graphic that is made up of a grid of pixels, they will usually appear blurry when enlarged)

To start using Adobe Photoshop you will need to pay for a licence, this can be done through a subscription service on their website.

Once installed you can create a new project and use a preset canvas size or create your own and change many settings to tweak it to what you need.

Another Software that a concept artist could use is Affinity Designer.

Affinity Designer is a software that mainly specializes in Vector graphics, these can be scaled up and is mainly used for logos or graphics that would need to be scaled up such as an advertisement that will go on billboards etc.

The benefit of using this is that there is a complete package available for Computer or I pad, adding an extra benefit of mobility as if the work was saved in a cloud then the artist can work on it whenever they want to and on the go. Aside from this, it shares all the same features of Photoshop.

Affinity designer is available from their website after a one of payment which will provide you with a licence to use the product.

I will now be looking at software that can be used to create the physical video game levels, this could be a video-game engine or other creative software that will provide the user with all of the necessary tools to create their levels.

Unreal Engine 4 is the video game engine I have studied over the last two years during college and is the engine I have the most experience in, personally I will be using this engine to create my Final Project but will be looking at other resources that I can use to assist me in creating assets, including models, materials etc.

A developer may choose to use Unreal Engine 4 because you can install it for free and pick it up fairly quickly using online tutorials etc. Unreal Engine 4 also supports photo realistic graphics which can be used for a variety of interactive walkabouts such as a virtual house or museum or throughout a video game, an example of the Unreal Engine 4 Apartment demo can be found here: https://www.youtube.com/watch?v=yVHkNiqMFxo

Unreal engine 4 is a free to use resource which can be installed through the Epic Games Launcher, there are many free plug ins that can be installed through the Unreal Marketplace which will benefit a developer when creating a project.

The Unity Engine is a free to use resource similar to Unreal Engine 4 for a basic version, however, to access all features you will need to purchase a pro licence which costs around $125 a month. The type of game you are creating is dependent on which engine you will be using, for mobile or 2D games you would be better off using Unity and for immersive 3D landscapes you will probably find Unreal Engine will suit your needs better.

If you were creating a simple game for mobiles or just a basic 2D game then The simplicity of Unity will be better suited for you as you can create a game ready to launch for any mobile OS straight from the engine, however some 3D projects can still be created through Unity but unless you have paid for a licence you will not have access to all of the tools you may need.

You can install a free to use version of Unity through their website, you will also find the Pro Version there at a cost.

Next I am going to be looking at methods I can use to construct my level, I am going to be creating modular set pieces (Roads, buildings etc) and piece them together to create my level, I would also like to include some form of underground subway just to add verticality to my level.

One method of video game level design is to create the level in separate pieces that you can attach together to create roads, walls etc. This is called Modular Level design.

This type of level design is usually found in buildings for smaller details such as pipes, cave systems where you create bends, slopes etc and just piece them all together to create a fully custom cave, or for a city with the streets, the roads etc.

Another method is to use Procedural generated worlds, games such as Minecraft (Mojang,2009) and Rust (Face punch, 2013) include this type of level design, the way this works is that it will randomly generate a seed which will have certain biomes such as snow, desert etc and create a level to a scale set by the developer but will randomly place all of the biomes and assets available, this is only done in mainly survival games where the developers do not need to create a detailed video game level for a story as the whole premise of a survival game is to survive.

Here is an example of a randomly generated seed from Rust, you can clearly see three separate biomes, the snowy north, the green midlands and the desert south. Each of these will have unique assets such as trees, buildings and “monuments” which are like Rusts equivalent of Dungeons.

Next I am going to be looking at pacing in a video game level.

When creating a level for a video game you do not want to have a constant stream of action otherwise the player will get bored of the mechanics and gun play, even games like DOOM (id Software, 2016) which is known for being nothing other than a shoot everything you see, constant action game will control the pacing of their game by having the downtime in their stages where the player can scavenge for ammo or health.

Downtime will usually be just before an arena filled with enemies or a boss battle.

When a level has the correct pacing the game itself will feel more balanced as if it is too fast paced then the game will become too repetitive but if it is too slow then it will be boring.

This graph demonstrates how your level should look in terms of pacing, you want to give the level a strong start so a big action sequence or a cool cinematic to get the player incited then slow it down a bit where the player is maybe walking through a corridor or down a street but then have the small spikes where an action scene will play out such as an counter with a few enemies to slowly build up for the climax of the level, this would usually be the climatic ending such as a big escape or one big final fight.

Bad pacing in a video game will usually show either a constant stream, or too much progress to quickly or too little, you want it to look like you’re climbing a mountain where you will need a few breaks but you are making progress.

Replayability is a large part of a video game and this can be achieved by having secret quests/missions or through the world alone, whether it is a constantly evolving world  that will always have something new to explore such as the constantly changing world of Fortnite (Epic Games,2017) where currently a ice storm has covered the map and randomly spawning zombies are a new threat, or the mysteries, secrets and “Easter eggs” that surround it, an example of this is Red Dead Redemption 2 (Rockstar Games,2018) the massive open world has hundreds of mysteries that will keep the player exploring and coming back to the game to find more, none of these mysteries have any impact on the main story at all but all have such a high level of detail and work well with the video game environment.

Case Study Open World Video game –

I’m going to conduct a case study into the open world level design of Fallout 4 (Bethesda Game Studios, 2015) ,

The design of Fallout 4’s open world is fairly basic but appears very detailed, the theme of the game being post-nuclear wasteland really benefits the developers as they get away with using barren landscapes and dead flora/trees. An area in the game that is arguably the least detailed feels the most detailed due to the atmosphere, this being the glowing sea, this was ground zero of the nuclear bomb as so everything in the area is decimated, there are few ruined buildings, no trees or flora to be found but instead a thick greenish/yellow radioactive fog and radiation storms, there are also many higher leveled enemies, this area feels the most alive somehow as the scarcity of buildings means that every structure in this zone is highly detailed and each one has it’s own story. For example there is a collapsed house that when you climb into using a hidden entrance you will find a dead Raider next to a suit of power armor with supplies littered around him, details like this really give life to this zone and make it one of my favorites.

An example of modular level design in Fallout 4 is the settlement building, every type of structure can be pieced together to give you a completely unique result, they have modeled walls, foundations, doors, floors and many decoration items which can be constructed in game and placed wherever and however you like.

Bethesda keep Fallout 4 repayable through the size and detail of their levels, it is entirely possible to complete the game without hardly exploring the world at all but they want it this way as every time you play the game you can do more and more side missions which will have you search every corner of the wasteland, using quests to guide a player to a certain area of your video game level is a smart choice because when the player goes to this area they have not explored yet they are more likely to return later on in their play through.

In my opinion the pacing of Fallout 4 is really well done as it is entirely up the the player and how they want to play the game, there are the down times where you are walking across the wasteland and then will either end up at a location full of enemies or you will get ambushed by a group of raiders or muted animals, the game will always keep you on your toes as they don’t want you to get bored, the quests given to the player also follow a similar trend as if you choose to rush the quest then you can complete it as quick as you like but if you take the time to actually explore the game you will find greater rewards, essentially meaning that the more work you put in then the more you will get out of it.

Cast Study 2 Linear video game world –

For a Linear video game world I am going to be investigating how Naughty Dog Game Studios created the world of “The Last Of Us”.

Firstly, The Last Of Us is a linear based video game which includes designated paths across the level which are used for the player to progress.

Creating a linear video game gives the developer more time to add smaller details to perfect the atmosphere that they are trying to achieve with the level.

One of my favorite levels in the game is the subway which is cluttered with loose papers, suitcases and other personal belongings, this gives the impression that people were trying to escape the larger city through whatever means that they can, personally I feel that this really solidifies the back-story about each individual area, using small details to create a story for a level reinforces the theme of the game because everything is abandoned and rusted down showing that it is post-apocalyptic. The level design of The Last Of Us serves to be a interactive and narrative form of storytelling as the characters will talk to each over naturally throughout the level and in a way hint at the goal of the level without making it obvious that this is a narrative and direct form of storytelling and giving the player their goal. The interactivity of each level could be from using switches to open a door or moving an item out of your path through a puzzle, these puzzles are meant to be rewarding to you as the characters will sometimes celebrate when you correctly complete one of them to give the player a sense of accomplishment.

The way Naughty Dog control their pacing is by having the player explore each area for ways to progress as there is no direct route, this gives the illusion that the world is larger than it really is. The pacing in a level is mainly controlled by the lighting, sometimes the player will have to rely on their torch to progress in these levels, this acts as a way of controlling the pace as when combined with eerie ambient sounds it gives the player a reluctance to rush ahead as there could be enemies waiting around the corner for them, this combines themes of horror, action and adventure which give a perfect atmosphere for the chosen theme of their levels such as the previously mentioned subway.

Replay ability

The Last Of Us is more of a one time experience, just like a movie where when you are playing for the second time around all of the suspense and exciting moments are removed as you already know what is going to happen, the way the developers keep it interesting is by including many small details and secrets in each level that only a keen eye will spot, this could be newspaper articles or notes left around.

Practical Exploration

The Problem?

I don’t know what visual and audial clues I would use that subtly suggest a players path to progress through a story.

The groundwork

My basic “foundation” is mainly comprised of lighting that points a specific direction that guides the player, I want to research ways that do no intrude on the player and are as minimalist as possible as to not hinder the game play/flow of a level so that the player stays immersed in the world. Some video games use a arrow on the HUD or large flashing arrows throughout the level, but this ruins the immersion and so I would like to combine visual and audial elements to create a path that isn’t blatantly obvious to the player.

The Attempts

For my first attempt I researched the use of lighting to direct a player, for this I used the opening sequence of the Last of Us.

You can see that the floodlight is telling the player where to go without explicitly stating it, this is a good form of instruction as it doesn’t intrude the player’s view and is a subtle indicator as the light is simply directing your eyes to the exit.

This form of direction works well but it is a bit too obvious as it is the only light source in the vicinity.

A game like journey has no HUD indication at all and does not tell you where you must go, instead it relies on the players choice, instead of lighting or large arrows, journey uses the landscape to guide the player by having a large empty world but then the smallest items that are on the horizon that naturally draw the player in.

The Solution

When combined with the sounds of the wind etc journey is the type of direction I would like to make work in my game, to do this I will need to make something that stands out but is not too obvious.

To do this I will combine elements from the last of us and journey to create subtle indications that will nudge the player on the correct path without being blatantly obvious.

Here I created a basic scene in a cave where the entrance has a wind ambient effect which indicates to the player that there must be an exit through this passage,  I also added a floodlight to experiment with lighting and show the scene, it also acts as a blatant guide for the player, similar to the previously mentioned scene in The Last Of Us.

University and Work Research

  1. Brighton University Digital Games Development – https://www.brighton.ac.uk/courses/study/digital-games-development-bsc-hons.aspx

Location Brighton: Moulsecoomb

UCAS code GG46

Full-time 3 years
With placement year 4 years

Our Digital Games Development BSc(Hons) covers four main themes: program design and implementation, asset design and creation, web technologies, and product development. This spans digital game theory, managing multimedia projects and developing design ideas, as well as programming complete digital games and delivering them to the marketplace.

Careers –

You will be fully practised in the art of designing and creating games with specialist knowledge of internet and mobile clients. You will also be qualified to work in the wider interactive media industry such as web, mobile, interactive television and public displays.

Our graduates are working in organisations such as Climax Computer Games Design, Xerox and BT.

Entry –

2 University Of Westminster –

https://www.westminster.ac.uk/digital-media-and-games-computing-courses/2019-20/september/full-time/computer-games-development-bsc-honours

Duration – 3 OR 4 YEARS

Location – Cavedish Campus

UCAS code – GG46

Computer Games Development combines technology and creativity in a multidisciplinary way. The games industry is still an expanding and challenging sector with continually evolving ideas and cutting-edge technologies. It requires practitioners to exercise more flexibility in software specifications and functionality, through adapting their approaches to design and management while keeping abreast of broad changes to technology.

This course covers all major technical aspects of the games development process from design to production. It aims to prepare you for a career in software development with a particular emphasis on computer games. The course provides you with a solid understanding of game technologies including programming, applied maths, computer graphics and game engines.

Careers –

On graduating, you will have a mathematics/games-orientated programming degree, which is highly sought after by the computer games industry. The BSc (Hons) Computer Games Development degree was created in response to the acute shortage of game programmers and designers within the industry, and is designed to meet the industry requirements outlined by industrial panels such as TIGA and Skillset. The University works closely with leading game developers such as King, Imaginarti, Marmelade and Bossa Studios, making graduates from the course highly employable within these industries.

Some routes our graduates have pursued:

  • Computer game development
  • Mobile app developer
  • Software development
  • Web developer

Graduates from this course have been successful in finding work with these big names:

  • Microsoft
  • Sega
  • King
  • SiNi Software
  • Beyong the Story
  • CGI
  • Slitherine Software UK Ltd

Entry –

3 University of East London – https://www.uel.ac.uk/undergraduate/courses/bsc-hons-computer-game-development

Duration – 3 OR 4 YEARS

Location – On Campus

UCAS code – G453

Our course will equip you, like many of our successful graduates, for a role in the expanding games industry.

By the end of your course, you should be playing a game you designed yourself – and hopefully following in the footsteps of the many UEL graduates now making their mark in the gaming industry.

Careers –

We believe our courses are ideal preparation for a career in the games industry – and we can point to a couple of BAFTAs to back it up.

After graduating with a computer games degree here, Ashraf Mohammad started working with Rocksteady as a games tester. He has gone on to work on the Batman series of games and was a member of the team who won the ‘Best Gameplay’ and ‘Best Game’ BAFTAs for Batman: Arkam Asylum.

Entry –

4 Birmingham City University – https://www.bcu.ac.uk/courses/computer-games-technology-bsc-hons-msci-2019-20?utm_source=googleads&utm_campaign=cebeug&utm_medium=text_ad&utm_content=computer_games_technology&gclid=CjwKCAiAmO3gBRBBEiwA8d0Q4jOpBD9GEjwobcroHvPBR3O00-eKz5e0N2ugc3o73JStJvkCPqyr1hoCWksQAvD_BwE&gclsrc=aw.ds

Duration – 3 OR 4 YEARS

Location – City Centre

UCAS code – G450

Do you want to have a successful career in the computer games industry? Our BSc (Hons) / MSci Computer Games Technology course has been developed with input and feedback from leading professionals as well as our own students.

While studying your computer games degree, you will use our state-of-the-art computer games technology lab, which is kitted with high-performance PCs, Sony PlayStation development kits, as well as a variety of industry standard software.

Careers –

There are a range of opportunities for you to gain industry experience during your studies examples of activities our students have done include:

  •        Game developer for local indie studios
  •        Web programmer
  •        QA in game development
  •        Software engineer
  •        IT support and administration
  •        Internal placements within the University

Entry –

5 Chester University – https://www1.chester.ac.uk/study/undergraduate/games-development/201909?gclid=CjwKCAiAmO3gBRBBEiwA8d0Q4m3fTU4RoYNET_RUyEI4pV_wyvcvSPnYAL6cIlT8nqkFHkmq5f653hoCkiQQAvD_BwE

Duration – 3 YEARS

Location – Thornton Science Park

UCAS code -I150
Our Games Development course aims to produce industry-ready graduates with all the skills, knowledge and experience required to successfully enter a career in creating video games. The course will teach the programming, design, artistic and professional skills used across the industry, and integrate those into individual and group-based projects.
Careers –
Graduates of this course typically enter the games industry in any one of a number of roles, such as programmer, technical artist; tester, 3D modeller, software engineer, level designer, project manager or environment artist. It is also excellent preparation for those ishing to start their own, independent games company after graduation.
Entry –

Career Paths Post University

  1. Producer – Games Development Studio – Guildford, Amiqus Games

2) Games Programmer Studio Gobo

3) Gameplay Programmer, Amiqus Games.

4) Lead Multiplayer Designer, Amiqus Games

5) Mobile Games Programmers Brighton

My Personal Statement – Jake Ling

“Videogames are The Ultimate Art Form” – These are the words of John Romero, The founder of id software and a designer for many of their very popular games such as Wolfenstein and the original Doom games. I strongly resonate with this statement as they also offer interactivity and immersion which other forms of art do not provide for the audience.
Videogames have always played a key role in my life as growing up my age directly coincided with some of the greatest technology breakthroughs, in gaming, this has given me experience in all fields of videogames, starting with simple 2D platformers such as Sonic and Mario to 3D and onwards to what we have now which is referred to as “HD” and has helped welcome games such as Grand Theft Auto 5 and more recently Red Dead Redemption 2.
The curiosity and interest of playing Videogames is mainly focused on how the games are created, Learning the processes that games undergo in the creation process in these last two years in college has really shown me the dedication and skill of these people who work around the clock to deliver players a good experience, this has reinforced my mind-set of wanting to work in the videogame industry and specialise in Videogame Level Design.
Outside of college I have been looking into the recent situation Telltale Games have found themselves in, once a well-respected and very successful developer/publisher going completely bankrupt as they tried to rush out several games based upon previous success, they have had to lay off around 230 members of their staff, leaving only a handful in work to complete their obligations to the Minecraft: Story Mode videogame.
During my time at Seevic College studying the different fields associated with Game design I have learned the responsibilities of every member. Grand Theft Auto V (Rockstar Games, 2013) took multiple studios comprised of over 1000 staff and a record setting $265 million in development costs to finish the core game and release it. An example of this method of work that I have worked with was during my first year of college when my class was tasked with re-creating Haleigh Castle in Unreal Engine 4. My group comprised of 4 people assigned roles to ourselves such as 3D Modeller, Graphic Artist, Programmer and the Team Leader, I took the role of team leader which meant that my task was to organize our team and ensure we were meeting set deadlines which will ensure our project was completed by the assessment deadline. My favourite part of this project was being able to organize my own team and work with level environments which is my chosen specialization for year 2 of my college course. At the end of this project our castle was voted number one out of our year and we received a Distinction grade for the entire assignment.
The reason I chose level design as my specialization is because of the Final Project for the first year of our college course where we had to undergo the entire creation process of a videogame level in Unreal Engine 4 independently. This started with drawing rough level layouts and refining them until the level was balanced but still fun to play. Once this was done I created a simple level layout in Unreal Engine 4 to perform a simple playtest to test the flow of my level and whether I would need to change everything, from here I had to create and texture 3D models to populate my level and created a large central building with a completed interior and used particle systems to create snow and fog effects, during this entire process I created weekly blog updates on my work so that I can always return to this for future reference if I encounter any issues as I documented how I overcame any issues I found and any workarounds that allowed me to continue my level. This project taught me time management skills and drastically improved my ability work independently and effectively in all areas of video game creation encourages me to approach projects with a creative mind-set.

My E-Portfolio

I have used Wix to create a website to display my E-Portfolio so that when applying for a role like the ones above I will be able to present to the employers my best work and include any contact information needed, the link for this is –

https://jakeling6676.wixsite.com/e-portfolio

Creating a Level for our Zombies map

Today we were creating levels for our Zombies project that we have been working on over the past few weeks, my level originally was going to be based inside of a computer with a giant room outside but I felt that i was too restricted for space so I was inspired by Call Of Duty WW2’s Toy Soldiers mode to create a sandbox map where the player character and the zombies are the size of ants.

This is the result of today’s work on my level.

At the moment I am happy with how it looks but I need to refine the sandcastles and create a better texture as the sand looks more like rocky mountains than crumbly sand.

To create the assets I used very simple shapes in maya and just resized and scaled them together then added basic colors to represent the bright and colorful children’s toys and then scaled them into my level to trick the player into thinking they are tiny.

Research For My Year 2 FMP

For my year 2 FMP I am going to be designing my own level in Unreal Engine 4 (Similar to last year) but this time around it will be more than a simple shell of a level. I am intending to use all of newfound skills from year 2 and in my free time work towards developing work with AI, etc to create life for my level.

Based upon my research plan, today I have been looking at a YouTube channel called Shesez, namely his series entitled “Boundary Break”. By watching these videos I have learned many techniques developers use within their environments to give them life whilst remaining possible and not as resource intensive, one main method I have studied is LOD (Level Of Detail) this will calculate the distance the player is from an area of the environment and lower the quality of the model/textures to improve performance whilst still looking realistic.

In these images you can see the developers using LOD as past a certain distance the environments become very plain with very little detail and 3D assets, the only ones that are used are for the skyscrapers that are used as a weenie in the skyline. The photo of the actual city itself clearly displays this LOD as if you look closely at the buildings you will see they are stripped of all detail and the streets are free of any wreckage or smaller details as the grounds texture compensates for this to create the illusion that there is stuff there but really it’s the combination of dull colors and small streets. (I sourced these images from Off Camera Secrets | Fallout 4 Boundary Break on YouTube)

I also used google earth to compare Boston Common Park to the real life area,

The park in Fallout 4 is much smaller than the real life equivalent to save on performance but includes many key features such as the famous “Freedom Trail” and the State Building at the end of both roads. I found this method of comparing the video games to the real life counterparts very effective as they allow me for a true direct comparison between the worlds and I can see why any details may have been cut out and get inspiration for my own textures for my map and how the buildings contrast to one another.

I have also been looking at concept art for video games such as Fallout 4 and comparing the difference from the intended design to the finished one.

On the left is the intended design for the character “Mama Murphy”, the reason for the significant downgrade is because the developer believed that there would be the issue of keeping the character close enough to the floor and in eye level of the character. It was also stated to be a distraction. It wasn’t just characters that get changed upon release, but the environments themselves, the reasons for changes such as these is mainly technological limits, if this level of detail was included in the game then it would be at the cost of performance, and as such the environments were dulled down to improve flow of game play and performance.

To study concept art for Fallout 4 I used a combination of my own art book from the game and a YouTube video made by ShoddyCast (https://www.youtube.com/watch?v=H_aMWh3uclE) This video displays many changes but explains the reasons behind them, using notes from the developers and artists. The main reason for these changes in a game like fallout is because most of the environment is rendered whilst you are outside, if the intensely detailed environments displayed here were constantly rendered the game would not run as well. Alternatively when we compare the art of The Last Of Us to the physical release we see much more accurate results since the game isn’t constantly being rendered in and out of visibility, most levels are loaded after completing a mission and moving onto the next level, when we combine this with the very linear game play compared to fallout 4, this gives the developers much more room to include smaller details.

Although my project will be based around this theme of level, it would be helpful if I looked at different genres of video games and their level designs to see how they are made to as most arguably the most important part of the game in the well known Mario series, the levels in these games are very iconic and one of the most recognizable features of the series.

This is one of the first levels in Super Mario Bro’s and although it is very simplistic if we look deeper you can see the level conforming to the 3 lane rule even though it does not need to as it is a platformer, the game is famous because of the player choice it offers, you can either try to go around the enemy, collect all of the ? boxes for extra loot or take it the safe way and jump around the enemy on top of the boxes and straight to the pipe. The color theme is also very brightly colored and its pleasant to look at compared to the dull counterpart of Fallout 4 which is mainly focused on washed out, grey colors.

I created a questionnaire to identify the preferred genre/theme of a video game level, these are my results –

Post apocalyptic won the vote, which works well for me as my level will be based around the whole post apocalyptic remains of a city.

 

 

 

Texturing in 3D Coat using a model from Maya.

Today I textured an asset I made in Maya using a new software called 3D Coat.

At the moment my knowledge of this program is very limited and I do not know how to effectively paint yet, you can see this by looking around the edges where the textures go somewhat smudged and doesn’t look as good.

So far though I am enjoying texturing in this program as it allows me to create more detailed pieces that will look better when I import them into my projects in Unreal, this is because the paint has a depth to it and it gives the illusion of wear and ridges when in reality the asset is actually flat.

Year 2 Final Major Project Research Plan.

Final Major Project Research Plan

For my Final Major Project, I will mostly spend my time playing through Single Player Video game levels such as The last of us and explore the open world of The Division as well as look at places that exist in real life such as Chernobyl or any other abandoned city as it will serve as a source of inspiration, as My FMP will most likely be based around some type of overgrown/abandoned city.

I am also going to compare concept art environments to the physical releases and note the differences and any reasons why they would have been changed, I will namely compare fallout 4 as I own one of the art-books and so can physically compare during my play through of the game at home. I will also compare the difference of open world and linear video games and both have a significant difference in environmental detail.

I will also be looking at techniques that developers use to hide off camera secrets and how to create the best result with minimal impact, A YouTube channel I frequent called Shesez creates a series called “Boundary Break” with several episodes that show out of camera secrets that I am going to watch to learn any new techniques that I can.

An idea I have right now is something along the lines of the town of Pripyat in Ukraine. I really like the way the city contrasts to the overgrown environment and so would like to base my level around this. Just looking at the images shows that it is lifeless and has been left to nature but still is eerie to look at and so I would like to recreate this feeling within my level by using a mixture of particle systems and sound that will create an uneasy feeling for the player.

A video-game that has already tackled this area is Call of Duty 4: Modern Warfare in the mission “All Ghillied Up”

This is one of the biggest inspiration for me to choose this town as just playing through the level showed me how effective particle systems, sound and some clever lighting tricks can be used to really create atmosphere for a level.

To research these levels and Pripyat I am going to use google maps, and play them myself, I will also watch you tube videos which will show some secrets on the level and give some explanations so that I get a better understanding of how the levels were created.

 

My forms of primary research will be –

  • Playing through the levels myself and exploring all of the areas to see what tricks are used and how they created them
  • Using google maps to explore Pripyat and looking at key locations to see how the buildings have aged.

My Secondary Research will be –

  • Watching YouTube explanations of these video game levels, such as boundary break which shows many secrets of the levels and how they were made.
  • Watching people physically explore Pripyat and hear what they have to say about this location.
  • Use Images as source material that I find on google.

 

My Audience research is when I am using YouTube as I can read any comments to see other people’s views to decide whether my level will interest my target audience, I can also use review websites to see a score given to the game by the audience and their feedback for the game. A website I can use for this is https://www.metacritic.com/game, this will give me 100+ reviews from trusted review sources so that I can use whatever feedback they have for myself.

I will use market research by viewing what people want online, I will read what people would change about these games and use these features to make my game better, I will also look at straw polls and the like to dislike ratio’s on videogame trailers, an example of this is when a large majority of players wanted a WW1/WW2 themed game instead of the future with exo suits etc, this is evident from the comparison of Battlefield 1’s reveal trailer to Call of Duty’s Infinite Warfare trailer.

My technical research will involve me reading into dev blogs and videos that the actual Developers have made to find any tips and secrets that they will share and how they overcame any issues that they faced when creating these games.

I feel that when I combine all of this research I will have a good enough understanding of what makes a good level and will hopefully show once I have created my level.

 

My Case Studies

My first case study will be based around Naughty Dog’s videogames and the creation processes that they undergo when creating them.

To do this I will look into Devblogs and developer diaries because here they will note all problems that they faced and what challenges they had to overcome. I will also learn some techniques that they use for different aspects of their levels such as lighting, objectives etc.

My Second case study is based around the Mario video games, all of these levels are crafted so perfectly that the game seamlessly transitions between sections of a level. I will study these levels and their designs and note any key outstanding features that I find.