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.