Models

During the synoptic project I realised our game was not heavily focused on the 3D models, the style of the game was very simple and stylised. Models which are created do not take very long at all, most time is spent on recreating models more than spending a ton of time perfecting one model.

I created a few models for the game, some were used some were not, our game only focused on two arenas as the others were too complex to complete and wouldn’t have worked out the way we liked them.

I was focused on the environmental assets, looking from the concept art to create assets was as simple as expected, the problem was more creating an asset, importing it, trying to make it fit, not liking it, recreating it. A few of my models which were created were not used inside our game which was a bit disappointing but I was still happy with the end result of the game.

I also attempted to create a realistic football boot for our character which posed to be my hardest job which I did not complete as it was showing to me to be rather impossible.

These are the original ideas for the blocks, I posted a prior post about the concept art for the background of the Japan stadium. We wanted to have a glowing edge effect, I tried to implement this by creating the cube inside of Maya, extruding the faces a smidgen then reversing the faces, this gives me the option inside of Substance Painter, once imported, to give the glowing edges look. I had to unwrap the faces of every cube I created in order to import and edit inside of Substance Painter. I baked the mesh’s once imported as this allows me to have a load more freedom with my model and more customisation, mainly used within realism models but still always advised to do with any model you take into Substance. I played around with adding emissive layers to the faces facing inwards hoping for the effect we imagined. Unfortunately it didn’t look how we wanted, I couldn’t get the blocks to be black and have the glowing edge.
Having time to rethink the idea I guessed I was over complicating the process so I removed the inward facing faces and imported it into Substance Painter. There I thought I’ll just try adding the emissive layers to the edge faces of the block. This resulted in the perfect design we wanted, I also got the rest of the cube faces to stay black.

We used this block in different transformations for the background environment for the Japan stadium which worked really well.

We had an idea for some sort of UFO in the Japan stadium too, Jordan wanted the UFO to fly in suck a player up in the air mid game and drop them somewhere randomly. Modelling this seemed easier than imagined, we didn’t want it to look to realistic or terrible either. I started off with a sphere and messing around with the transformations, it didn’t take long to get a final figure at all, didn’t even need to remodel either. Once shaped majority of the work was inside of Substance Painter BUT I needed to make sure some things were done before we import it. I firstly needed to unwrap the model, smooth edges where needed, the main thing I needed to do was give the area where I wanted the glass to be a thickness, to do this is simple but easy to forget, I just extrude the faces of the glass area a little bit, this is so that the glass texture works in Substance Painter. Finally, I need to delete the history of the model in order to prevent any unwanted bugs and then import it.

Inside Substance Painter I straight away baked the mesh giving me a ton more freedom for the way the textures are viewed on the model. This will make the glass part of the UFO look miles better. I messed around adding materials using black and white masks to choose where I want what. The underneath part was interesting as I was going add emissive layers to give it a glow from beneath, this adds to the floating/flying effect of the model. Majority of the time texturing this model was just picking between materials and gives the best look of the model to fit in our game. Adding the glass to the model was easy, just add a smart material you can use with transparency, editing the colour and using the transparency slider helped get as close to the look we were going for as possible.

As you can see above this is the finished model. We originally had the idea of putting one of our friends faces inside the UFO as an easter egg joke thing but due to issues with the UFO in the game we didn’t end up using the UFO at all, this was due to having no way of it flying in and not blocking the entire camera of the gameplay, we tried multiple ways but just didn’t look good nor work at all unfortunately.

We ran into an issue not long after the start of the project with character design, I was not allocated this role so it didn’t necessary effect me but I still gave it a go which failed terribly and deemed harder than expected so I quickly stopped in my tracks.

Jordan eventually found a design he liked, seen as he was project leader we all agreed with the design and moved onto our next tasks.

My hardest tasks given was creating a football boot for the character to wear. Jordan wanted the customisation of the character to be a big part as it gives the player it’s own personality to the game which helps with immersive gaming and keeping the player interested. We decided to get a some sort of realistic football boot as people who enjoyed football would recognise this, another way of trying to relate with the player, however, this seemed to be the hardest model I have ever attempted before, I tried mutliple different ways and shapes and could not seem to find a way of it looking good nor the topology of the model working.

The bottom left image and biggest image in the middle are possibly the closest I could get to completing the model, I used images imported into maya of boots to trying trace images sort of thing, this still did not work.

I attempted to create a Japan stadium also which was a popular Japan building, I stopped this quite early as this was one the first things I attempted and we did not yet know the exact theme of our game yet but I still modelled it to an extent.

Asset Creation

When starting the skyscrapers for the Tokyo arena I began research looking at actual Japanese skyscrapers trying to resemble them into a model, this was attempted and wasn’t too bad either. I used images imported into Maya in order to try replicate as close as possible. Using multiple tools within Maya such as Extruding, Inserting edge loop, etc. However, this was not the look for the game and was soon reconsidered.

Jordan and I spoke about the sky scrapers, we reconsidered the path for this and he shown me a more specific idea, he proceeded to speak about Destiny and mention certain features from the picture to what he wants.

Modelling these are rather easy as it is just squares but this came to be a little tricky. The glow around the edges of the blocks is what Jordan wanted mainly from this image, I messed around with a few things in Maya. I decided to make the shape then extrude the faces facing out, increase the thickness just to push the faces out a little bit past the previous faces, I then reversed the faces turning them back on them selves, this is going to help give that glow around the edge of the shape when textured in Substance Painter.

Scrums

#1 First scrum meeting went well, started research on character design and type of playboard we needed. This is not a storyboard which holds story in step by step order, a playboard, sometimes called a moodboard, is usually a photos, cut offs of items, areas, showing what is similar to that style, essntially choosing the style, so choosing the fashion, vehicles, what may be in the environment, seen as ours is for our character I am looking in a certain place. Jordan gave me the knowledge of Adventure time and Rick and Morty.

#2 In this second scrum we spoke about our progress and what we have on at the minute, Jordan is happy with workflow and the group progress towards objectives. I am still looking into character design/concept, this is something that is very important to the game as it is what we will see all the time and more it is the character of the game. Jordan is finding the camera movement script to be tricky.

Pros: Happy about the research and evidence grabbed so far

Cons: Concerned about the modelling

#3 This week work has slowed down, attempting to model the character has shown to be more difficult than expected, the non realistic limbs and trying to model them in a way to be acceptable for the game and also nice to look at is hard. Jordan is getting along well with the prototype scripting and Owen is sorting blog work.

Pros: Started some asset creation in order to not stress over character design

Cons: Character design hit roadblock

#4 This scrum we have decided to change the direction of the character, we quickly realised trying to model a 3D character with all concepts from 2D sketches proved harder to do and just not the right fit for our game. Created a new moodboard heading us further in the right direction. Erica started new 2D character concepts to help and I moved more onto asset creation. Jordans moving on to tracking and jumping movement scripts.

Pros: Character design has new future, assets have begun production and scripts seem to be coming along.

Cons: Keilan needs new role assigned.

#5 First arena is nearly completed with Jordan progressing with code well, assets nearly finished by me just need finished texturing. Owen is help refine the Tokyo arena with prop assets. Character design has made good progress also but nothing solidified.

Pros: Assets nearly fully finished e.g UFO

Cons: little to none however character design could have been better planned

#6 Progress is swiftly heading towards the right direction, Jordan states Unity is having issues on college systems with the collaboration system stopping Owen and Jordan working together on the same scene but on different computers. I’m moving onto background assets for Tokyo arena, Jordan asked for a skyscrapers so I did research into Tokyo/Japan see what would go. Owen has started the textures for the strips on the players in game.

Pros: Work flow is moving forward well, tasks are getting completed, group seems to be happy.

Cons: Software issues due to college systems slowing down progress.

#7 Unity is still having issues, IT team acknowledges problem and is working towards a solution. I’m still experimenting with sky scrapers however, I realised I am looking to realistic for what we want as Jordan shown me a screengrab from a part of Destiny which shows skyscraper looking blocks with glowing edges so heading towards that design now. Owen is working on floodlights for the arena pitch and Keilan has started work for Brazil arena.

Pros: Assets have more direction for creation, future arena tasks being started to help workflow

Cons: Software still not working slowing down level and project progression.

#8 Progress still hauled for PlasticSCM(Unity), I have completed UFO and background asset for Tokyo, Keilan is chipping away at Brazil content still. Progress is looking good and not slowing down.

Pros: Work is going great, Assets completed

Cons: Unity still broken

#9 Progress in level creation is halted inside of college due to systems still, Unity is being actively monitored by IT team now. Tokyo level is almost complete and ready for the grass. Main menu is coming along nicely. MVP not looking far away. I am currently working on my blog and dipping into modelling the boots.

Pros: Completing blog work, MVP not looking far away

Cons: Unity is still broken and my blog is looking empty.

World Building Revision 11/03/22

  1. How the studio could build and develop their world for the sequel to the game

2. How they could use sound and other features to build an immersive experience

Developing a world within a game to be better and more enjoyable for the player has a lot of steps for the development team yet just a simple update or new game on the shelf for the customer. First they need to use fundamentals so that they know the basics of the world, this could ential free, fixed or found. Now that the fundamentals are in place they need to create an environment, choose what style it will be, most likely it will be fictional set even when it may be designed around something in real life it is still fictional as they will exaggerate events even whilst sticking to timeline, it could also be a complete made up environment, that’s the point of fiction it is made up. . Focusing on how an economy works within a game is a great option to involve as it has a lot variety to enchant. Laws of the world may impact all decisions made inside the world, the point of world building is so that the imagination can express it’s self within to a 3D space, meaning anything can go, logic is out of the equation so flying donkeys people can use as transport may be part of that world, cars going on water, rain and water not being a standard in the natural weather courses in the game. Having this vast selection of endless choice to implement into your game will help how successful the game will be. Using real historic events or landmarks inside the world may bring that part of immersion inside of the world building before even adding features, doing this can help people enjoy the game more and feel like they can relate or feel involved in the game. Creating it’s own Scientology in the world helps that creativity part for the player, being able to create magic or potions, anything at all is a great form of world building.

Implementing sound into your game is an amazing feature to help immerse the player into the scene. Making the player feel involved or living within the experience they’re playing will result in great experiences on the game, happy players leaving great reviews for your game as they have spent hours upon hours possibly even weeks sat playing your game due to being utterly immersed inside of it. Now how can sound help with this? By using Diegetic and non-diegetic sounds gives a good variety to work with, Diegetic sounds are ones that are real, they have a source to the sound, this could be the shell of a shotgun hitting the ground, the blades of a helicopter spinning, a door being broken up, anything that is in physical form which can create noise when interacted with something. This can be used to be hit the satisfaction button on the human, for example in menus making it flow good with the sound(this is a non-diegetic though), shooting of a gun it’s all about the feedback from the game to the player after an action that has took place, action for reaction sorta thing, like when picking up rewards such as coins. Using non-diegetic sounds are great helpers for players to maybe find a new way around somewhere or to pick up a clue somewhere which wouldn’t make that noise or to just help the player progress throughout the game, could be a sound played when challenge has been completed or a mission passed.

Suitable Job Role

This case asks you to choose a AAA game you’re familiar with and decide how you would be suitable for a job role within the creation. I decided to choose Assassins Creed Valhalla. This is a game I have enjoyed playing so am quite familiar with.

I would be able to bring skills to the job role I’d desire. Personally I would choose 3D Artist. I would be able to bring years of experience in this is sector which comes with knowledge of software helping workflow speed. Having modelled for past AAA games has taught me how to improve skills to the top industry standard, this means I am at the top of my game in my career. I am able to model assets to excellent quality, within time limits, texture them to professional spec ready for implementation in the game. Being able to unwrap models correctly is a skill learnt with hard work and dedication. Knowing how to use majority of tools on software is something learnt over time, this improves the efficiency at this role as the more efficient you are the better.

Acquiring the job role I want would come with tasks. The main thing I would need to do is create a portfolio, this is an easy way for the employer to quickly look at the skill level I am at, see the quality of products/assets I have created in the past. It also helps show how flexible you are as some peoples portfolios may be a lot of assets in one section such as weapons, where as someone else could be more skilled and have a portfolio full of weapons, tools, vehicles, modular assets, environmental assets. Essentially it would be good to have someone who is very skilled at modelling and be able to model loads of different options but it could also be good to have someone who specialises in one as the weapons could the main part of the game. Once I created my Portfolio I would then create a cover letter to apply to my employer with. However, to create a portfolio you do need past experience, so getting an education in college then advancing to uni to then begin your career once graduated will take a good few year, gaining experience inside of studios will help learn a lot more too, this could be an indie studio then you work your way up the ladder getting better and working for more successful studios.

Being a 3D Modeller you would have a start in the production pipeline once the concept artists have came up with their ideas, you would discuss with them and the director of the project, this will help you know when you need things started, if they need mock versions or not. Throughout the development of the assets and environment I will have to keep a close relationship with the concept artist as it will assure they’re modelled to spec.

From Moodboard to Now

Since creating the last moodboard my attention was turned towards assets. I was up for the role of creating the character but Jordan got Erica on board and she was creating 2D Concept art for the character so in the scrum I decided to focus on asset creation.

I started to model a football boot which will be needed for the characters. It’s going quite well but I am stuck at one part if it which I think I have a way around it. Besides that, we are creating the Japanese stadium firstly so Jordan has asked for a Neon themed map, taking that into consideration I used my knowledge of Substance Painter in order to make assets look more appealing especially with emissive layers.

First completed asset was the UFO, I modelled this in Maya originally from a sphere. It was simple to model, it just took a few tweaks such as extruding faces, adding bevels and such. Once modelling I then UV unwrapped it, this took longer than modelling as it was a strange shape and needed more focus on how the UV’s will work. Once imported into Substance Painter it was just messing about with what looks good from there. I ended up with a glass middle piece and an emissive under glow for the UFO.

Job Roles and Interactions

There are plenty of job roles available in the game industry (3D Artist, Animator, Programmer etc), personally 3D modelling is what I enjoyed doing so that would be the job role I’d build a career in.
I am already self-employed right now so being a freelancer wouldn’t be that hard to wrap my head round, the freedom that freelancing offers you stands out to me, being able to create whatever you want and be able to sell any of your creations on e-stores seems like a good way of making money. Obviously being a freelancer isn’t always going to be successful, you need to have good skills within the softwares to create things to good enough quality for people to even want to buy it from you.

The steps to becoming a free lancer are not easy, you need to spend a ton of time learning and improving knowledge within 3D modelling, expanding skills to learning new software or being able to rig, animate, render scenes are all part of tools Autodesk Maya offers which can be learnt in order to create a higher quality product with more variety to have on your store. Taking online courses, going to college or uni will help improve the knowledge of modelling and this may take a few years to do. However, if done correctly this can result in being a very successful individual giving you the option of being your own boss, technically a business owner.

Creating assets will be the main part of freelancing as this is what people will want to buy, rigging and texturing them will open a bigger market for sales, this will produce more income but still take more time. It won’t always be modelling what you’re doing in this job though it involves a lot of business to it. You need to know where to sell your products, what websites may be better for certain products such as different styles, some websites may specialise in one and could help sell a lot more products in that one section. Learning how to advertise your products will be a huge impact on your sales statistics, rendering your asset properly can help be more appealing to look at helping catch peoples eye more.

The fact you’re a lone wolf in this sector that does not mean you won’t work with other people in different roles. Someone may contact you who may be a programmer or a producer for an opportunity to help with their project via creating detailed assets to their requests, they could offer a good price for the assets created and it’s down to you to accept or deny that offer but it just opens more doors for you as this could be a customer who may ask for a job like this every so many month or year and could pay good money if pleased with quality of your service. You done have to just sell assets though, I could sell my services which other people could buy from me. This would involve meetngs with one another, talking about the product, the design, the product pipline, that sorta stuff comes with working with someone else but you’s would still go off and work with your own skills separately to produce things.

Being a freelancer has good benefits, not having a shift rota can be a huge stress relief for some people, being able to live your life at your timetable, managing lfiestyle and work flow inbetween each other gives access to invest in more things throughout business, life and side hustles (stocks, etc). It gives freedom to work wherever you want, this is if you are successful at it somewhat, being very successful at this will give you a lot of disposable income which can lead you to travelling whilst also working at any destination. A great benefit is you can create whatever you want, you’re not confined to one style or one project, you can create anything and jump between a few different tasks at once. In my opinion mental health is a huge factor when in workplace and being a freelancer takes a lot of negativity away from that BUT this does not mean it has zero drawbacks. What goes up must come down, this means there are still negatives. It is not easy to be successful at this, it takes a lot effort and focus, it can be draining to work on your own ideas as they not always going to work out perfect.

Moodboard

We’ve had a change of heart for the moodboard we created for our Character. The last week or two I’ve been working on the character creation and it’s been somewhat a challenge trying to perfect it or atleast get something we somewhat like the look of. Today the group decided we change the character moodboard and style, this was because we wanted something that fitted our game idea more.

This is our first idea of the moodboard, we stuck to this for as long as we could until we thought it was time to change.

Looking at this second moodboard you can see we have clearly completely changed the view point with the style, we feel like this will fit our game a lot better as it visually looks more fun than the last versions. Moving forward to modelling and animating the character this style will make it a lot more fluent to work with than the last. Modelling it alone I would have a lot more access to resources for inspiration and also be able to apply images into Maya to sketch a basic model from especially with pop figures as these are all the same size and I can physically acquire one of these in person.

SCRUM 4/02/22

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Today we had a scrum to check on our progress. where we are and what needs doing. I’ve been working on character creation the past few days and been having trouble finding a good median for it. I eventually found a model I was somewhat happy with and then we had the scrum afterwards. After scrum I decided to work on asset creation, we’re firstly creating the Japan stadium so I researched a little bit about Japan and decided to try model one of the skyscrapers.

https://www.shutterstock.com/video/clip-6309953-aerial-dusk-rooftop-view-downtown-vancouver-skyscrapers.

This was the first version I completed during lesson,