Thursday, 14 May 2015

Alice OTM Post-mortem

The goal for this project was to create a 3D experience to submit to the Game City and British Library’s collaborative competition; Alice’s Adventures Off The Map. The competition allows work submitted into three categories, 3D, 2D, and interactive text.

We were put in a team of 6 for the duration of this project. Rather than picking our group members like in previous group projects, our team was assigned to us by the tutors.
The project started on week 19 and was initially planned to end on week 30, totaling 9 weeks after removing time for Easter break. In actuality the project was extended for an extra two weeks after Easter break.

We decided on using a time scale similar to what we had been told is used in industry. One third of time dedicated to pre-production, one third dedicated to production, and the last third dedicated to testing polishing and distribution.
We spent the first three weeks planning and visualising what we hoped to achieve in this project. The brief was extremely vague thus we could have done anything we wanted, and setting out on a project with vague goals means you will get a vague result. To make sure we wouldn't end up with a vague result, as a team we set about deciding a more concrete brief that would fit within the brief we had been set by DMU and Game City.

We concluded that we wanted to make a 3D, 3rd person adventure platforming experience with painterly realism art style similar to the games Bioshock Infinite, or Dishonoured. The only technical specifications we set ourselves was that whatever we created should be playable on mid-level PC’s and give a smooth experience.
This process was quite lengthy and often exhausting at times. All members of our team had initial opted to work own their own, not in a group, so we all had very different ideas of what we wanted to achieve. Although it was tricky trying to create a cohesive vision we were all happy working towards, it was definitely worth investing the time doing so at the beginning of the project.

By the beginning of the second week of the pre-production stage we had decided that we wanted to have some game play aspects in our level rather than having a purely visual experience. So playing to our strengths rather than our weaknesses the teams tasks were divided. The rest of the team spent the next two weeks visualising the ideas we had discussed in the first week, and I spent the time researching the various game play elements we wanted to include to see if they were feasible given our time frame. We didn't want to build any of our level around any game play mechanics that may not have been complete by the time the project ended.

We had set a solid deadline to be finished with pre-production and be moving onto asset production and white boxing and we met that deadline as expected. One thing that I think we should have done was set more solid deadlines after that. It was great that we had set a deadline and had actually managed to meet it, but as far as I can recall, that was the first, and last explicit deadline we set for ourselves during the project.
There were smaller more implicit deadlines made up on the fly, but I think that they lacked the structure a more explicit deadline helped to set.

During the pre-production phase we all discussed what different aspects of a potential level we wanted to work on. As we had all wanted to work individually we all had quite specific things we wanted to work on, such as just environment art for me or Kieran, or Characters for Sam and Josh. We managed to work our preferences into our team brief quite well. Sam and Josh were tasked with concepting and creating characters, like they had wished to do if they were working solo.

Compromise was a key aspect that helped us come to a cohesive vision. I had initially wanted to work only as an environment artist as that was my aim before I was put into a group. However I agreed to work on blueprints and gameplay while giving environment art a back seat for the good of the team.

The initial plan for what our level would include was formed out of compromise as well. Some members of the group wanted to make a level entirely in the forest, others wanted to make a level build upon floating island, and one member still wanted to make a side scrolling platformer game. In the end we took a little from each of our team member’s ideas and worked them into the final plan for the level. The level still had a forest element, a floating island section, and did feature a bit of platforming as well. I think this benefited the project on the whole, our final level wouldn’t look anything like it does if we had simply stuck with one person’s idea.

A good example of vital decision making also happened during the pre-production stage, Sam suggested we take our initial ideas of what we think is achievable, and halve them, so we did, and we were left with a plan that included 5 distinct areas and 4 characters. The characters we planned to make were the Hatter, Alice, the caterpillar, and the Cheshire cat. That gave Sam and Josh a human and an animal character each to work on. The five environments included the forest, the palace garden, and the giant forest as seen by small Alice, the floating islands section, and an oxford garden section. Before Sam’s suggestion we had planned on including even more.

Despite all the time we spent doing pre-production the project did change quite a bit from our initial plans. We realised after a few weeks of production that we would not hit our target of 5 environments and 4 characters, so we re-adjusted out goals. This ability to change our goals to more realistic ones that we could achieve within the time frame helped the team a lot. We removed all nonessential parts of the level, and focused much more on the core aspects. We ended up scrapping the Oxford, and giant forest parts.

Our team members being flexible and able to adapt also helped this project. While white-boxing we realised that having a large visible goal at the end of our level would really help the vista scene we were trying to create and help guide the player at the same time. At the time when we realised this every member on the team all had plenty to be working on already but Sam volunteered to make whatever it was that we needed to put at the end of the level. We ended putting a large palace at the back of the garden which could be seen as soon as the player exited the forest. Without it the vista shot would not have had the same level of impact as it does currently. This key aspect of our level only became apparent once we started production, and was only realised thanks to Sam’s ability to be flexible and put his work on hold for a few weeks. There are many other examples of group members being flexible and this benefiting the final outcome, but I think this example highlights the issue best.

One thing that didn't work very well was a divide that appeared between team members. There were styles of working within the team. One group preferring to work within close proximity making use of the pod layout in the labs. The others preferred to work at home. While work was produced using both styles it created a rift within the team. Working in close proximity enabled new ideas to spread quickly, constructive criticism could be given immediately, and the work produced generally felt more cohesive. I the end I think we spent more time trying to convince people to work in close proximity than was needed, and should have just adapted to others working styles.

If I did this project again I think setting more concrete deadlines and milestones would be beneficial. As I mentioned early the organisation became lacking as we got deeper into the project, if we had kept up with setting and meeting mile stones I think it would have made the last few weeks run a lot more smoothly.

We differed from our initial plan of leaving two thirds of our time to testing fixing and polishing because of the lack of milestones I just mentioned. The post production stage got pushed further and further back, and I ended up doing testing and fixing in a mad rush for the last week. Doing this project again I would definitely allocate more time to this stage so as not to rush it.

In conclusion, I have learned a great deal over the last 12 weeks working on this project. Before this project started I had expected to work on my own and create just an environment. I ended up working in a team and creating a game instead. I was initially put off by working in a team but I adapted and the outcome is much greater than I could have achieved on my own.

I didn’t learn as much about environment art as I had hoped during this project but I learned other things instead, the time was not wasted. I now have a much greater understanding of the blueprint system in UE4 than before I started, which enabled me to create a large number of blueprint systems that added game play to our level in just the last few weeks.


I also learned a lot about working in a team. I realised how important it is to compromise and be flexible while working with other people. I also realised I need to brush up on my 2D skills. My time was being used effectively doing research and development while the rest of the team were visualising ideas, I would still like the ability to join in the visualisation if needed. I now have all summer to work on the parts of my skill-set that weren't utilised or lacking during the project, to make sure I am a better-rounded artist and team member returning in third year. 

Wednesday, 22 April 2015

Character Update

I just wanted to share a screenshot of my improved character.

This week I started doing some paint overs of my old character, then worked into the silhouette a bit. and tried to improve upon my original design.

I now have a work in progress model to compare to my old one, I'm much more happy with the character this go around.

The new character is on the left by the way. Still quite a bit to finish off but progress has definitely been made. Also please ignore the lack of face on the original, I haven't had time to improve upon the face much so I just moved it over from the original. 

Sunday, 19 April 2015

Week 29 Great strides (for a dainty run cycle)

We finally have some progress to show off with the off the map project!

This week josh was working on rigging Alice, which came with its own problems. Eventually they were overcome and we could get to work on the animations.

I showed josh how to apply and tweak the basic CAT animations. We then transferred my original idle animation I made in week 2, to josh’s new Alice rig.

We had a whole bunch of trouble exporting the new rig. Turns out there are some features of a CAT rig that aren't supported by the FBX protocol, thus can’t be imported. One such feature is non uniform scaling of bones, which josh had done to make the rig fit Alice.

When I was testing animations with the CAT rig, I built the test model around the rig. Because I didn't have to make the rig fit anything, I didn’t encounter that problem the first time around.

Long story short I fiddled with a lot of settings and managed to get the skeleton into UE4.  Even though the rest of the animations complained about a whole bunch of errors when exporting them as well, they didn't seem to mind so much once in UE4 and using the Alice Skeleton.

Once that nightmare was all over with, all I had to do then was re-create the animation blueprint for Alice, and swap the models out for the character.

VoilĂ , Alice is finally in game with animations applied.


Sunday, 12 April 2015

Week 28 Back in Leicester ft. Photogrammetry

I managed to call in some favors and get the rest of my shifts covered for the last week for Easter so I could come back to Leicester early and take advantage of the labs! It was nice seeing my family and friends at home but it was tricky trying to get any real work done at home.

Although I didn't realise that Labs were closed on bank holidays so me Jon and Sam took a trip around Leicester to do some photogrammetry.

Photogrammetry first peaked my interest when Josh showed me the results of his trip to a garden center during the holidays. Turns out that John was also researching it during the holidays as well

Description: https://scontent-lhr.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/11081073_965894066756149_9003147859727826737_n.jpg?oh=f1ea50e9e7f32be8e74e390790a55c09&oe=55E1390F

This is Josh’s result, captured with the Autodesk app, 123D Capture. So while I was still at home I downloaded the app and tested it on a statue that was lying around my parent’s garden. My phone lacks the ability to connect to Wi-Fi, so the capture took 4 whole days to be uploaded and processed with my terrible 3G signal out in the country.

It was a nice surprise when it finally finished and I was very pleased with the results.


<iframe id='embed3DViewer'  src='http://www.123dapp.com/fullpreview/embedViewer?assetId=3752738&size=medium' scrolling='no' style='border:none; width: 495px; height: 555px'> </iframe>

I also managed to get some nice photos of a “forest floor” even though it was just a shady area in Victoria Park, they could be helpful for updating the textures for the forest area in the OTM project. I tested out some of the leafy photos in the 123D app, though I think that all the leaves were just a bit too much to deal with, and the result was not so pretty.

I tried a number other architectural scans and while it’s still very impressive how accurate it is, I think for hard surface objects like that, it’s just not viable for creating game assets they all come out a little too blobby.  The process does however lend itself very well to capturing other types of objects, statues as seen earlier; things like trees trunks and rocks work very well also.

A great example of photogrammetry being used for games is the Unreal open world demo, this video shows the process they went through to make the captures game ready.

https://www.youtube.com/watch?v=clakekAHQx0

Sunday, 5 April 2015

Week 27 Easter Holidays

I've been at home and working at Wetherspoons a lot the past couple of weeks as it is Easter break so I haven’t had a chance to do much in the way of game art.

However this is something I wanted to write about,  the release of the 2015 GDC content to the GDC vault. I don't actually have a membership so I am limited to the free content but what I have seen so far is really insightful.

It really is a vault filled with valuable tips tricks and insights into design processes which really intrigue me.

One presentation that caught my eye was on streamlining asset production on a large scale by CD Project RED, currently working on the Witcher 3. I found some of the problems they found during production really amusing,  as we are currently still working on the OTM Project, which is the largest group project I have personally worked on, and the similarities in the problems hit home. Like for instance, test objects being left in the level and no one noticing.

Link

Another incredible one was by (Sunset overdrive) on their use of trims. I have dabbled in using texture atlases before for previous projects, but I was very impressed by what can be achieved taking it even further. I think it also makes a very valid point, there is no need not to have nice looking edges on models!

Link

I've been missing labs a lot while away, I've really gotten used to the studio attitude and its been tough motivating myself while away from that and being so busy with mundane work. This surge of new material to look through was a very welcome sight.

I have also been looking at the final submissions for the polycount throne room competition. Once again there are some really stunning pieces of work. My personal favorite is this one

Link

Really reminds of of some of the environments in Rise which is another beautiful game.

I think that scrolling through all of the submissions really helped me realise how important the fundamental aspects of art are to a successful scene. Some of the submissions had technically very good assets, yet just did not seem to tie together well, it was clear that the best scenes were composed by people with a solid understanding of lighting, composition and value ranges. Those are things that I definitely want to bone up on over the summer. 

Sunday, 22 March 2015

Week 25 Oxford Buildings

After signing off on the “Zelda” part of the level at the beginning of the week, I turned my attention to the next task on my list; Oxford buildings.  

An early idea for this project was to have aspects of real life i.e.: oxford buildings hanging upside down from the floating islands. Thus hinting at the world above Alice that she has left behind for the duration of her time in wonderland.

The British library has provided an amazing set of resources that I piled into a mood board before I started.

The goal is to accurately represent key aspects of the buildings in a way that can be reused without much art fatigue. Admittedly all thoughts of art fatigue went out the window when I came across this building during my research.
This is the Radcliffe Camera I was so impressed by this building and thought that it was the perfect representation of oxford so I just went ahead and modeled it.

The building 2 has unique sides on the bottom portion alternated to form a 16 sided cylinder, and just 1 unique side on the top forming the 8 sided cylinder. With extensive use of the mirror tool and careful use of rotation at the correct angles, modelling didn't take long at all.

Pic here

Now that it’s actually modeled, I plan to cut it up into more reusable parts, as much as it’s nice to have such a significant building in our level, I cannot ignore the need for reusable assets forever.
I would have made further progress with unwrapping and texturing but our character artist Josh Swarbrick is coming towards the end of developing Alice so the few days of the week were dedicated to trying to get his Alice character in game. I thought the two weeks I spent at the beginning of the project would prepare me for this, but life is never as simple as you think it will be.

Animations were not transferring well at all from my previous CAT rig, so although I had gone through the whole process of animating and importing a “character” before, we were pretty much starting from scratch again.

To save time we turned to the incredible services of Mixamo.com and used their tools to auto rig and convert that back to a CAT rig system. So the next step is to tidy up the run animation.... and then do the walk and idle animations again.


If I’m feeling extra confident after all that (not likely) I will try make some jump animations. I feel that adding a jump feature in will make the play of our level feel a lot more natural as a platformer, even if there aren't any challenging jump puzzles. 

Sunday, 15 March 2015

Week 24 Tileable Woes

The Zelda part is almost finished!

While unwrapping I realised that I had missed a key element of the Skyrim kit I was trying to emulate, which will most likely end up in me having to create about 4 times more assets than I first imagined to complete this kit.

The idea is to use a single tillable material for the floor of all of the parts, with the texture tiling 1-1 on the square floor piece. However I have realised that if I want the texture to successfully tile across the floor, I will not be able to rotate any of the wall or corner pieces that join onto the floor tiles.

I now realise they have done the same thing in the kit I was looking at in Skyrim. To create a whole room, you need more than 1 corner piece, 1 wall piece, and 1 floor piece. You in fact have to create 4 corner pieces, 4 wall pieces, and 1 floor piece. The floor will tile successfully if the wall and corner pieces are not rotated.


I read in the modular guide (here) that level designers will always try to use the kit in a way it wasn't designed to be used, and part of passing off a kit, is explaining the rules for a particular kit to the designer so no problems occur later.