Monday, 2 November 2015

Personal Journal


12/10/2015

Initial ideas.

Western theme

Roman Colosseum/arena theme

Martian/Mars location

Mine shaft location

We discussed the different location ideas that gave use a variety of assets and routes for the player.
The western theme came from viewing the way the main character defeats the enemies. This is done by producing a magnetic pulse which is in the form or a circle which is similar to a rodeo. This is how we came to this theme idea. We have decided to not follow this idea as others are also pursuing this idea further.

The Roman colosseum idea came from having and area to battle the enemies and then being able to move through the colosseum as it has multiple levels and rooms.

Having the level on Mars meant we would not have a lot to add to the environment as it is quite a baron environment so this idea was not followed up on further.

A mineshaft is a strong idea we feel as we are able to create different floors for the player to progress through and we can add many routes underground to create a maze for the player to get through. A possible difficulty with this idea is that we might encounter problems with the camera when moving through a maze or different floors.

We also assigned roles for each member of our team.

Corey Reading is our ‘Level Designer’ who will create the 3D level. He is also going to be unwrapping the models created.

Sarah Damo is our ‘Concept Artist’ and she will also create textures for the levels and assets.

Matteo Sardu will be our ‘Asset Creator’ and will also contribute to any 3D work that needs doing.

James Weal is our ‘Texture Creator’ for our team and will also add to concepts as well as animation.

19/10/2015

We chose our final two ideas that we wished to pursue and created mood boards and concepts. I created mood boards for both of these level ideas for our team to grasp an idea of where we want to go with the levels. Our concept artist created concepts for both level ideas, as did our level designer, he created some quick mock up ideas for our presentation later in the future.

Our first idea is based on the Roman Colosseum, we have chosen this as one of our possiblities as there is oppurtunity for different dynamics in the level itself. The player can work its way around and down by fighting through enemies. The player will go under and over structures adding another dynamic to the level. Once the player has reached the Colosseum arena itself, the player will encounter a boss fight.


Our second idea is based on a western mine with influence of classic western films. This is one of our possibilities as having a mine shaft allows us many different opportunities in where the player can go. We could create a maze unground and the player would have to navigate the level and fight off enemies as well. We would also add an outside scetion where the player would have to reach in order for the completion of the level.


26/10/2015

Reading week – during this week I had a lack of spare time due to other commitments which meant I was unable to add further to what we have created so far. I feel during this time I haven’t contributed to our team but will make sure I contribute greater in the following week.

02/11/2015

During this session, we continued to add to our presentation for the following week. I and our level designer went over ideas for the floor tiles that can be implicated within the level of the game. I went into researching the game Magnets to see how we could follow the art style for our level ideas. We worked on how it could look and generated ideas to which we then passed on the job to our concept artist to develop.



Asset list for western mine;

Mine cart
TNT
Barrel
Lanterns
Fallen rocks
Wooden crates
Pick axe (Tools)

Asset list for Roman colosseum/arena theme;

Stone columns
Draping flags
Statues
Torches
Chariots
Weapons

09/11/2015

We all attended the session to give the presentation on our level ideas. We all had an equal amount of time to speak during the presentation which spread the work load an meant we had to work closer as a team to organise ourselves professionally.

 
 


I feel we presented professionally throughout and gave great detail about our two different ideas. The feedback we received from Fred about our two level ideas were positive, he felt that both ideas were strong. He preferred our Colosseum idea as it was something a bit different, but also like how our western mine idea worked with having enclosed and open areas. The feedback for us to take forward was for use to some how merge the two ideas of having the Colosseum idea but keeping the enclosed and open concept from the mineshaft idea.

During the presentation, we mention a soundtrack inspired by Ennio Moricone because of his work with western movies. This was a plus point as the feedback we received was very positive about this idea, but could prove challenging to match.

He liked our character and level concepts for both ideas which proves positive for future development. He liked the idea of giving the enemies character by giving them costume to match the theme of the level.

He questioned our mechanics of our levels, as we had no real direction with what we could possibly add to our level, this is an aspect we need to look into to develop our idea further.

He didn't give us a direction for which level we should pursue, he like the concepts of both and wanted a combination of the two. He suggested having the Colosseum damaged with passages indoors and outdoors, having traps doors in the arena and as it is a Colosseum, there should be a boss as the level itself makes it open to this idea.

With this feedback, we now have to go away and deliberate further on an idea to match the feedback given during our presentation.

16/11/2015

Unscheduled session, open studio. During this time, myself and our level designer discussed the possible layout for the level as well as its aesthetics. This lead to development of 3D concepts by our level designer which was then distributed to our other team members for feedback. 

23/11/2015

As a team, we had a discussion on the overall look of the level and the assets required to make the level come to life. Our concept artist put forward an idea to have moving platforms so the player can walk across higher levels to add more depth to the level idea. We then looked into the different assets we could add such as statues, torch stands, broken and unbroken Roman pillars, small walls for the player to run behind for cover, chariots, weapons and general rubble.

During this session I created our first asset for our level, which is based off of the Roman statues but keeping the theme of Magnets by using a robot. Whilst looking at gameplay of Magnets, I understood that some assets were low poly, so with this indication from gameplay videos, I tried to keep the polys low whilst maintaining the same visual aspects of Magnets.


30/11/2015

During this session I continued to create assets for our level. I began by looking into different chariot styles to help develop an idea. I created the model by referring to images and keeping the model low poly to match the look of our level. I think this will fit well within the level as it is an iconic feature from the Roman century which is instantly recognisable.


Whilst looking at reference images, I saw that there was flags draping over the walls into the arena of the Colosseum. Instead of adding a flag, we decided that a screen replicating that would fit in much better with the theme of the game. Although this is a simple model, I feel it will fit in with the style of the game and will give the feeling that there is a futuristic edge to this classic environment.

After completing the previous models, I moved on into looking at other assets like a weapons rack. I sourced reference images from online and proceeded to create the weapon rack for our level. I wanted to keep it basic as this would traditionally be made out of wood and would be in the arena during battles.


I intend to create weapons, helmets and a shield when I am next available to work on this project. I feel that these will add to the level to immerse the player further into the setting of a Roman Colosseum.


07/12/2015

The development of assets continued with the creation of a Roman shield (Scutum), Roman sword, axe and centurion helmet. Prior to each creation, I did research into the different shapes and sizes of each of these pieces to aid the development. I feel I replicated each of these to a standard which is intended to match that of the Total Monkery game, Magnets with.

Roman shield (Scutum)


Sword


Axe


Centurion helmet


04/01/2016

discussion with team members about progress of the level and assets and the goals we need to achieve. as of the beginning of the session, the level and assets were complete, so me and our level designer began UV unwrapping. I began by pelt unwrapping the centurion helmet for texturing as well as the Roman shield. the priority for these to be done is high as our texture artist and concept artist need to work towards the completion of this level.



11/01/2016

During this session, as a team, we discussed the textures for the models and the overall look of the game. We also went over the team journal to ensure our progress was sufficiently collected and displayed in a correct manner for our deadline.

18/01/2016

In this session we started to finalise and add all the pieces together ready for completion.

25/01/2016

Final creative renders


Group Creative Renders




As an individual, I feel I contributed well but in some occasions I feel I could have done more to add to the overall process. My contribution to this process came in the form of helping to generate ideas, presented at a professional level, I involved in discussions about the level, researched and created numerous assets for our level.
As a team I feel we worked to a professional standard to reach a professional outcome. We worked closely with each other and discussed on numerous occasions about our progress and direct we were taking with this project. I am fully satisfied with the overall outcome of the game level, I feel we maintained the style of Magnets throughout and created an interesting and original game level.

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