How to Design Levels for Games
Week 1
Level Design Intro
what are your examples of good level design?
Watchdogs 2
The city of San Francisco is very interactable which is immersive to the player.
Halo Infinite Player Maps
The maps are massive, fun to explore and allow you to find good fighting spots. Some maps are small, more competitive and adrenaline-fuelled. Vehicles compliment the environment, which makes traversal enjoyable.
GTA
Open world level changes are based on the player's progression. A player can interact and change the game state, e.g. short RPG at gress and it burns and turns black this immerses the player.
Mario Maker 2
This has variety which gives the player lots of freedom. The player interacts with the game level by jumping on moving platforms, avoiding traps, destroying boxes, and collecting gold coins. This focuses more on how the player interacts with game words.
Resident Evil 2 Remake
Police station Main lobby: The main lobby is massive and links to other areas. This makes it a good central tub. Because of its size, it makes the player feel small and reminds them that they are alone.
Destiny 2
Realistic texters, the game mechanics feel responsive, and the level design clearly communicates to the player where they need to go. Levels are more team focused: big areas to move around with other players, enemies are more grouped together.
Dark Souls Painting of Ariamas
Level loops back/interconnect to different areas on the level, and gives the player a sense of progression as they feel they are unlocking the level.
Hollow Knight Depnest
The area is dark with a dark colour palette as well. The paths the player can take are cramped and filled with traps. All of this combined with an eerie background ambience creates a sense of dread that makes the player feel alert
Watch and reflect on this video
Watching the video about storytelling in spaces, together with a tutorial, made me realise how it builds up to players' understanding of what the game is all about. It was an amazing example showing that a game's environment is an effective method of storytelling. For me, it can be compared with the wonderful illustrations in a book, where images can give a better idea of what the story is about rather than the text itself. I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places players visit in games. It was clear that the game speaks just as loudly as more traditional forms of storytelling and therefore raises players' interest. The author tells us to think about the importance of level design as it drives players' understanding, feeling and identity. To succeed in environmental storytelling a game designer uses a certain level of deductive reasoning to connect details when creating an overall story. A game designer works on the process of reasoning from one or more statements to reach a logical conclusion. It can not be done without using investigative and archaeological skills as such aspects as relationships, cause and effect and history can not be determined; therefore players' will find themselves as passive viewers rather than active participants.
Environmental storytelling is the top and high level of the whole thing. Below, the important role plays in the description of individual places in a game, such as markets, cafes, offices, entertainment places where game designers also create individual zones which contribute to the story/narrative. The architecture, layout, materials used in these zones help in describing the characters. For example, the use of verticality in 'Dishonored 2's Dust District' demonstrates that people in power are on top when the weaker are underneath, or the scenes of the real world make the place a believable location easy to orient in the space as it non-fiction and modeled from the world we live and meet players' expectations. The low level of suggesting the environment is the overall setting of the world where things like factions, the major plot points for the world's history, and the main players in the story are set. All three: environmental storytelling, level design and world-building should work in tune-up and downflowing. All levels should be stuck to the same theme scenario and have logic. So the information and imagination of settings and their inhabitants come from world building, level design, and environmental storytelling. However, the use of things like scales, shape and colour play an important role in inducing players' feelings. It brings an emotional aspect and makes a player an active participant. For example, to evoke the feeling of fright, fear, hopelessness, images of caves or tunnels with very low ceilings and narrow paths together with a high level of water or heavy fog can be used to bring the feeling of tight and constrained or a lack of oxygen will slow the character, and makes him hard to move on. Climbing induces the feeling of strength and progression when moments of plummeting down create a sense of loss and hopelessness. So, the place itself, does not always talk a lot for the story but will definitely describe how the character feels and creates certain emotions. In my opinion, it is an important target to awaken emotions, that is what a player is engaged in. Navigating a player through scenes where certain feelings can be expressed helps players to better understand themselves as a character or personality, and in virtual life to fight personal fears or celebrate success when escaping from chaos. It is essential to realise those particular environmental choices have to match with the game's mechanics in accordance. For example, darkness consequently evokes a feeling of fear in one game, where the same shade can be used to emphasise power and safety. The use of well-chosen colour is a beneficial tool to express different sensations. For example, orange represents calm or mystery, dark green can stand for the spooky underground graveyard. Appropriately experimenting with colour in expressing different sensations will create an environment that will speak for itself. When the environment is created it always will have an impact on our identity as the players somehow are adopting certain roles, becoming a character and required to perform as they would. The environment plays an important role in identifying the clues to realise what sort of person players are inhabiting and which type of behaviour and actions are expected to meet the goals and complete the task or mission.
Depending on the environment the expected permitted and punished actions can be expressed at a different level while completing the task, making a player to face the same challenges differently.
Give examples of your own experience of good and bad level design with your reasons why in relation to your research
Good Level Design
'Xenoblade Chronicles: Definitive Edition' in my opinion, is a good example of good level design. In the beginning, we see a misty tunnel resembling a portal. This interests players by creating an illusion that they are travelling through space, and time and is an overall well-designed introduction to the game that immediately grasps the attention. The game revolves around battling robotic enemies. The game does a good job at matching the environment to the atmosphere for example when the characters are at peace there is a calm, brightly lit and lively green landscape that matches the peaceful tone. Another example of this is when a village is surrounded by a high wall of mountains this brings a reassuring tone and a sense of safety. The chaos is presented as a sudden attack of mechanical enemies from the sky. They are large in size compared to people and therefore it showed how people are disadvantaged from them in power. The characters' dynamic and emotive facial expressions perfectly expressed the feelings they were evoking.
Bad Level Design
'Sonic The Hedgehog' in my opinion, is a bad example of level design, as the game seemed to be unnecessarily punishing because there is no clear cut narrative for players to follow. The main character’s mission is to run fast and jump to complete levels this, however, left me with many questions about the purpose of my completing levels - the goal of the game were unclear, and left me with nothing to aspire to. My boredom and frustration began to grow as I proceeded to play the game, the lack of save points seemed to be like torture rather than the fun game it was intended to be; leaving me wanting to give up the game more than I wanted to finish it, the lack of variety in the environment only made my lack of enthusiasm bloom.
Play or Watch a playthrough of the first 15mins of Hollow Knight & Ori and the Blind Forest. Compare and contrast the different approaches to level design.
Despite both being 2D games with the characters limited to certain directions, and despite being similar, the games take different approaches towards the level design. In Blind forest, we see that the character traverses an ever-changing environment that seems to change continuously as the player progresses through the game, shifting from a spooky forest to a cave with shots of light for the character to avoid. However, the levels in the Hollow Knight remain consistent, and of a similar dark atmosphere, which seemingly has more enemies that the player must defeat. With similarly simple game mechanics, both games have limited dialogue, the player having to rely on their own intuition to make the way through each level, often having to jump on platforms or avoid an enemy.
Sprites and 2D Animation
Week 1 was dedicated to learning about sprites in 2D animation, and how they are incorporated into a game setting. This was my first opportunity to make a 2D game. I was filled with excitement as I entered the lesson, following my professor's guidance and using my provided materials for the project such as the Mega Man characters, and making them perform simple tasks such as standing, jumping and running; among other things.
After working on 2D animation for a bit, our professor provided us with a challenge, constructing a mini-level with what we have learned so far. I brainstormed ideas with the assets I was provided, choosing to start off with a simple controlling and respawning of a character.
Week 2
World Building
Summaries World Building
Any story begins with the game world in which it takes place. Creating this world is a long and laborious process, consisting of a wide variety of stages, including both technical and creative aspects. To create a computer game, a developer follows specific stages of creation, from start to finish and outlines:
Design
1. Purpose: idea, genre, setting.
Creation
2. Game mechanics: - objects, - controls
3. Levels: - arrangement of objects (level design).
4. Graphics: art, 2D, 3D models, animations, backgrounds, special effects, screen and menu design.
5. Plot: - scripts, events, dialogues, narrations, video inserts.
6. Sound: - sound effects, music, voice acting.
By taking into account all the aspects above, a developer would be able to create his own world for a game, to settle characters who are sharing the same story plot and continue shaping the course of narration. It will attract a player to a project, making sure that the player goes through the game to the end. Any disappointment, boring or difficult place can instantly push the player away from further play. In most cases, the player will leave and forget the game without any regret. And only a well-built world together with a well-written high-quality story can make the player gather strength, go through the whole game, and therefore listen to an interactive story to the end.
video and articles
Ori & The Blind Forest
Hollow Knight
Watching the two videos with a presented design of two games demonstrated the participants' journey through wonderful games with Hollow Knight and Ori characters. To compare Ori and Hollow Knight, I would say that they are completely different atmospheres: in Ori - a magical forest, and in Hollow Knight - a destroyed underground kingdom. If we talk about the location (world) the story is taking place, moreover, we can assume from the architecture that it is the Victorian era: spires, buttresses, pointed arch door surrounds and windows and decorative ironwork; rich dark colours such as ruby red, forest green, and dark blue. This is what helps players to realise when the narrative is happening. Everyone chooses their own, but I really liked both games. In the game, I liked the graphics with music so good that I wanted a few tracks myself. The 'Hollow Knight' game is not easy, you really have to sweat over the last bosses section. To move forward faster, we will need amulets and this is not a tree of skills, as in Ori, where to master a new skill you need to collect a certain number of souls or find a tree of spirits. In Hollow Knight, amulets can be bought or found, and this already means that players will have to run around the map to win. Yes, it is complicated, but it is also interesting. The Hollow Knight game is designed with no choice of difficulty level (only after passing the game even for a bad ending, does the steel soul mode opens.) after death, players do not lose progress (for example, selected items, etc.) after death, in its place remains their spirit with their money and players need to defeat it. In the best traditions of the genre, improvements are scattered to different corners of the map, allowing you to reach another secluded place, in some places it can even give it a head start. To get to the boss sometimes is challenging, and the leaders themselves, in addition to the size, surprise with a variety of attacks, and in addition they also pump with participants. Despite the fact that there are practically no new ideas in Ori and the Blind Forest, it is made at a good level. Each polished element of the mechanics is in its place here and works as it should. The gameplay and narrative are woven into an inseparable symbiosis, thanks to which the project is perceived as a whole work. 'Ori and the Blind Forest is a platformer with an open world, backtracking, pumping, double jumps and sliding on walls. The classic scheme, when a new ability allows you to take a fresh look at the traversed location and get into a previously inaccessible area. 'Ori and the Blind Forest' constantly throws up new challenges, but does not lose its grip: the game is always as difficult as it should be. The plot of the game is ambiguous. At the end of the game you find out that there are no negative characters, there are reasons for everything.
Assassin's Creed Odyssey
Assassin's Creed Odyssey is an open-world adventure game with the goal of completing the main story. Overall, the game’s setting does an accurate job at representing the historical aspect of the game whilst also incorporating aspects that fit the rest of the game series. The game is set in 432BC Greece, this is made clear by the beautiful environment consisting of buildings you'd find typically in the time period as well as appropriately dressed characters wearing long, red robes, spartan armour and intricate golden embellishments. This open-world can be explored in various ways most notably by flight, foot, or boat. As the player, you must navigate and solve several quests being aided through the progression of their skill trees in either hunter, warrior, assassin, or a mix of the three. These skill trees fit the abilities a Spartan soldier would have back in ancient Greece. These skill trees intertwined with the myriad of weapons and armour that they can collect and upgrade, engaging the player leaving them wanting to play longer to improve their combat abilities to the fullest. Throughout the game the player will find themselves in multiple situations where they must interact with a character, being provided with a choice of responses. The decisions made by the player, whilst often insignificant, may play a vital role in late gameplay.
Show multiple ideas for your level. Use techniques for ideation and creativity building upon the learning from last terms sessions.
Stories are an integral part of games. Games have heroes and villains. There is a fictional world and the conflict taking place in it. The developers must provide the players with a story so that they understand the essence of what they have to do. All stories begin with the game world in which it takes place. Geography is important because it gives developers tons of ideas to work with. Here are just a few questions I would ask myself:
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What continents exist in my world?
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And which cities?
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Who lives in them?
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Are there any attractions here?
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What could cause a conflict here?
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How were the people inhabiting this world formed?
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Are there disputed boundaries here?
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Do people have enough resources (food, water, wood, etc.)?
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What technologies exist here (maybe magical teleportation)?
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Is there free trade in this world?
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And free religion?
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What kind of governments are there?
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Is the world's population thriving or struggling to exist?
Answering these questions, I can create a world to use as a reference point for my characters' backstories.
My next step would be to create heroes/characters as they are the most important asset of the game. A good character is one with whom the player can associate him/herself. This means that he or she is a "person" (even if this is not entirely true). Heroes have emotions, their own ideas about the world, goals, morals, likes and dislikes, enemies and friends. But most importantly, they have a history. When creating a character/s I would look at:
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What kind of environment did my characters grow up in?
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Do they have any special skills?
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Did events happen to them that changed their lives?
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What do they represent as individuals?
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How will they react in certain situations?
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What do they look like?
It is necessary to start with their past. Events and the environment shape character, which in turn determines personality, and then, I would proceed to their appearance.
The third thing in my plan would be the story arc, the main conflict of the whole story.
The story arc should be tied to the game world itself. Here is what I would pay attention to:
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Which countries/rulers are in conflict?
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What is the history of these people?
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What is the protagonist's role in all of this?
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Is there some event (in the past or in the future) that has changed or will change this world?
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What unknown awaits the heroes on the way to the finale?
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How do different characters enter the game and collide with each other?
Having the plan I can start to create my own world, characters, and the overall plot and to take on every detail of the story.
Dinina
The 12th-century town, Birnstock, is densely packed with rough, stone buildings; is particularly infamous for its dangerous temptations that circulated the area, which could mostly be traced back to the taverns, alehouses and brothels. A castle stood tall in the town, punctuated with towers and arrow slits ready for attack - that seemed to intimidate the locals more than anyone else. Birnstock, whilst dangerous, was also extravagant with its large events consisting of folk music and dancers to match. On occasion a surprise performance as a courtesy of the well-known and ill-tempered playwright. The town had remained untouched from attackers due to the raging rivers that surrounded the town, a rotting bridge surprisingly stood strong, and housed the only flow of movement in and out the town - apart from the unrevealed tunnels that hid beneath the town, only known to a few lucky individuals. Beyond the river was a sea of dark emerald green leaves accompanied by tall pillars of oak wood - the occasional soft glow of the sun seemed to peek out but dark and engulfed the forest that had become known to the townspeople as "The Forest Of Death''; although they dared not speak about it.
Denina -our protagonist- was a youthful girl born to a family of extreme wealth, spent most of her childhood dressed in beautiful attire the rest of Birnstock could only dream of wearing. However, cursed with devil-like horns to accompany her mostly human-like appearance, she was soon outcast by the people who once envied her, now sending shivers down their spine. The towns were not slow to blame the awkward young girl for the town's hardships, and the recent plague and famine particularly she was blamed for.
Her affluent family, who was once so happy to see their little girl brought into this world was now ashamed of their ghoulish daughter, following the orders of Denina's father - in an attempt to redeem the family's name - sent servants to dispose of Denina. In the middle of the night, the juvenile was dragged to the eerie forest. However, pitying the despaired girl, the servants had decided to disobey their master instead of leaving her to die of starvation or at the paws of a wild creature.
Denina wept for her loss of innocence, her rage now overflowing at the misfortunes she had experienced. Her beautiful luscious locks slowly transformed, now half of it a sickly white and the other an inky black. Simultaneously her eyes turned ruby like the reptilians she had seen in books. Her hunger for vengeance began to peak its head, however, her humanity still remained within her and preventing her from hurting the ones who hurt her.
Brice
Brice is a small dinosaur/reptile -look like creature, who is joining the community of aliens/monster-look like creatures on a planet called Gululla. The planet itself is a chain of valley lowlands of the Appalachian mountain system of North America, presented in bright green colour together with shades of brown, yellowish, including the images of vulcanos. The rivers presented in deep blue, turquoise and purplish colours float across the planet and may end with waterfalls. Nature is also presented in lots of pine trees and evergreen plants rich in the green colour of its different shades. Brice is a curious character small in size and has a cute look, which can be easily considered as a child-friendly character. His curiosity pushes him to search for adventure and he travels in different directions, choosing routes, where various dangers await him, due either to nature or to the inhabitants of the planet, which he repels in order to go through the chosen path to the end. Its main means of overcoming obstacles is its head, hind legs and long tail. The head is the tool that helps to demolish barriers and collect the necessary bonuses that will be useful on the way to overcoming this or that obstacle. The legs are used to make jumps up and across, to rise up and stay a level higher, as well as to move running, if there is a need to escape from ill-wishers. A powerful tail is a weapon for fighting enemies. All of the above helps the character in his sightseeing journey, crossing the valley and overcoming the obstacles waiting for him.
Space Soldier
Lax is a squad soldier. It is an invention from the science fiction section and is a product of advanced science and technology. Lax is a man dressed in a protective suit from head to toe, giving the impression that he is an iron man. His armour is his personality. The shell of the suit is a product based on science and technology, which provides him with super protection in clashes or battles. All parts of the body are protected by a shell, but this does not interfere with the rapid movement and functionality to overcome obstacles in the way of a given mission. The mission of Lax and his squad is the colonisation of the new planet. His task is to explore the planet for the possibility of life there and build a base. Lax's weapon is his blaster for shooting and hitting targets.
A sudden accident aboard the spacecraft results in the death of the crew, and only Lax survives. As he says goodbye, Comrade Lax touches him to remind him that his task now is to get to the right location and send a distress signal. The palm of a dying comrade leaves a mark on Lax's chest when he touches him as he dies. Now Lax's mission is to cross an uncharted planet without knowing what obstacles might lie in wait for him and send a distress signal. Now he is the only survivor and must cope with this task, relying only upon himself.
Mood Board
Dinina
Working on the creation of the image of Denina, I proceeded from understanding the history of her birth, answering the question of where and when? Since Denina was born in the mid-century era, I studied the images of people of that time, in what conditions they lived: how they looked, and how they dressed. Having little idea of the division of the society of that time, and realising that my character is a representative of the highest society. I studied the sketches of the dress and hairstyles of the female representatives of that time in order to be as close as possible to creating the right image so that it corresponds to the fashion of the mid-century era. Therefore, my character Denina had long hair, as women of that time wore. Both styles being representative of the lower class and the upper class, because, as my research showed, the presence of short hair was something frightening and was not a sign of beauty. Also, having studied the sketches of the costume of that time, I created Denina's dress by adding decorative elements that the beauties of that time had. The dress had a narrow waist, turning into a lush bottom, decorated with twisted patterns. For the colour of the dress, I chose the combination of velvet purple and black, as in my opinion, created in the process of searching, purple was a sign of wealth and luxury. To give a non-frightening and charming devilishness, I studied the images of female devils available in the search engine to create elements such as horns, which, along with the classic image, have the addition of patterned elements, and long stems ending in a shamrock. The predominance of patterning is a tribute to the fashion of the era in which Denina lives, when patterning, as an element of decoration, prevailed both in the architecture of the rich and in their costumes, including hairstyles.
Since the environment of Denina's life became the forest that has a frightening history, I studied images of a forest that I would call mysterious, carrying some mystery and something frightening in its image. So I focused on the predominance of dark colours, blurred species, ancient trees, rusty say that this is a very old forest, and the trees resemble terrible creatures.
Brice
Working on the creation of the character Brice, a small reptile creature, I studied in detail, the images of dinosaurs, the structure of the skeleton, proportions, colour, individual and distinctive features. The result of the study was the creation of the character Brice. On the right side of the board are step-by-step explorations of the valley where Brice lives and makes his travels. I studied the images of the valley, choosing North America as a geographical place, places where Indians lived, places of New Zealand and Australia, as in my opinion, these places are rich in beautiful, colourful and bright nature. I examined in detail the images of the vastness and prairies with their flora and fauna, as well as the chains of mountains with the presence of volcanoes, water sources as raging rivers and waterfalls. I looked at these images in different daylight and weather conditions to study the colour change and shadow accordingly.
Space Soldier
On the left side of the board, provides my quest to create the character of Lax, a soldier of the future who is a product of science fiction and cutting-edge technology, in a word, a versatile soldier. I studied in detail the images of universal soldiers, as well as robots, in order to have a clear picture of how they are arranged: their size, proportions, symmetry, as well as the means of protection used. In this, I was greatly helped by a detailed review of the images of the corresponding characters of star wars, starship troopers, heroes such as Robocop together with researching Sci-Fi concept art images, which gave me a lot of ideas of how my character can look like.
To create a planet where Lax's squad crashes, I was interested in studying images of places of residence and habitat that suffered a large level of a catastrophe or suffered from certain natural disasters: explosions and floods. I created my idea of what such an area could look like in its colour, to give the place the effect of alertness, unhabituated and fraught danger.
Concept Art
Dinina
Brice
Space Soldier
3D Characters
In week 2, we have been learning and studying about the process of putting 3D characters in unity and making it in a moving state. To make the character alive by doing certain actions we use the 'Animator' section in Unity to drag the actions we have chosen for the character to do. When this was done we linked these commands to the character by coding, for example, if I want my character to move forward, I would click the 'W' key as this key was chosen for this particular action to do. The other keys were used for other instructions to follow. The image displayed above is my script which represents what my character is doing in a game.
For my project, I created a mini-challenge on a platform as, in my opinion, here there are a lot of opportunities for the character to do in meeting his target. My character is a ninja and he is moving on a platform surface, where I chose the 'moving backwards' way of movement for him. The challenge I faced myself while working on character animation was time, for example, if I click on the 'space' key, which was chosen for jumping action, my ninja starts jumping in a few seconds instead of immediately following and experiencing a little problem of landing onto the ground, it stops in the air. So, I looked closely at ninja's way from the beginning to change the timeline, to create a more smooth and realistic process of moving.
Week 3
Concept Art Environment
Dinina
On the left side of the table, I placed six images of the forest. As a result of the search for the images I needed, my choice fell on the proposed images of the forest, where I considered what the forest looks like in sunlight, whether it is the solstice or when the sun moves towards sunset, to examine in detail the play of natural colours of the forest when the sun's rays penetrate. In these images, the forest looks alive, warm and in my opinion a safe feeling, since everything inside is easily visible. The third drawing caught my attention because, unlike the pristine forest, it depicts a mysterious forest, which has an unnatural, more emphasized green colour, similar to emerald, a forest that can be found in illustrations in books about hobbits, giants, fairies and so on. The second column is images of the forest in nightlight, where moonlight affects the transmission of paint, where the visibility of the contents is darkened or blurred and the forest becomes scary, fraught with danger. In the images of the light forest, images of rectangular shapes can be traced: tall trees, with straightened trunks and green branching, stepped crowns, where the circle of the sun casts parallel straight shadows, leaving as be stripes on the ground. In the images of the forest in the evening and night light, the trees of the forest are gnarled, the branches of which are pointed and as if creating a web-ready to consume you. Branches of trees stand on both sides as if tending to connect at one point, creating the appearance of a triangle. These feelings of mine and analysis are displayed graphically on my sketch thumbnails.
Brice
Since the habitat of my character Bryce is a plant valley, for its image, I looked at images of the nature of the Jurassic period, when according to scientists, dinosaurs lived. Nature, with its lush vegetation as a means of subsistence: a variety of forests, consisting largely of ferns and deciduous trees with crowns like oak and with small fan-shaped leaves, as well as a variety of coniferous trees. The colour used for such nature is mostly shades of green, from delicate to saturated, to emphasize the contrast and separation of zones. I also noticed that for maximum reliability there should be the presence of mountains and volcanoes ready for eruption. The colour is brownish, yellowish, greyish, in accordance with the colour of the rocks, which emphasizes whether the surface is clay or stone or sandy. For my sketches, I basically started as a base, using the geometric shapes of a square and a triangle to give a sense of strength, monolithic, sharpness and, somewhere, angularity.
Space Soldier
Since the mission of my main character is to colonize new places of possible habitat, I chose images with the presence of means of subsistence, water and air, but with the least vegetation, to emphasise the existence of something new, not yet explored, or vice versa, something that has fallen into decay, and, possibly, is ready for revival. It is more a reflection of something demonic, fraught with danger, rather than something heavenly and prosperous. Hence the choice of colour: cold, muted tones of blue, green and cinnamon, with minimal use of light. It's like feeling like even in daylight, you feel like you're in grey. Hence the change of mood, like something new and interesting, but unknown, and therefore, perhaps, dangerous. Therefore, to depict these mixed feelings, in my sketches I used the symbiosis of rounded shapes as something soft, safe and accessible to depict semi-circular hills and mountains, as well as places with the shape of an arch, as something easily passable, and a possible refuge, together with the use of angular shapes, taking as a basis the geometric shapes of a square and a triangle to depict mountains rising upwards with their peaks as a symbol of the difficult to access, and unconquerable, dangerous or high-rising wave as a symbol of something sweeping and destructive.
Environment
Dinina
This work displays a visual image of my idea. To create it, I collected references from games, films, cartoons and illustrations to create an associative series for the overall style. This work depicts a dark forest, the visibility of which is carried out by a full, huge in size moon. You can move along a narrow path, lost between the hills, and the fact that the path is foggy makes this action difficult out of a sense of fear since you do not know what awaits you on the way. Trees are thin and even some broken convey the mood of fragility - you can come and fall, and it is not easy to hide behind a thin trunk and it is difficult to climb. The feeling that you are wandering into the unknown, looking around, feeling a shiver in the heat and your heart ready to jump out in fear. The idea in this work is to create a picture of a mystical forest with the arrival of some evil force hidden in the thickets of the forest and leading the hunt for lives. And if you do not want to be absorbed in the darkness lurking in the dark forest, you must find a way out of these wilds.
Brice
This work reflects the visual image of my idea-curiosity as the desire and passion to learn in detail something new that has reappeared. Hence the strange reddish colour of the airspace, unconventional vegetation on the floating surface, an unidentified source of purple radiance emanating from under the roots of trees. All this creates questions, the answers to which lead you to new discoveries in obtaining knowledge. You try on the role of a researcher who experiences admiration and pleasant excitement in the discovery of something new, up to this moment unknown.
Space Soldier
This work reflects the visual image of my idea - is there life on other planets? And what is this alien life that originated and exists outside of Earth?! Hence the image of a fantastic place, although resembling a human habitat, but still different, for example, plants that do not exist in reality, and the colour of the airspace is also unconventional, so it is not clear whether there are phases of the day or a constant light state, regardless of the time of day. The strange inexplicable glow that the plants emit. The mood of excitement and some kind of unconsciousness, because the question is whether the environment will accept us or whether we are unwanted guests and war will be declared on us.
Digital Concept Art + Game Kits
In week 3, we have been learning how to use Photoshop and studying the process of blending the colours. Acknowledging how to use certain tools purposely, I moved on to the task to create 3 environment thumbnails using digital techniques, however, I decided for more to practice and challenge myself, so came to the decision to make 4 instead of three. I found myself quite confident in concept art, using Photoshop. I started by searching for references that would help create an associative array and in the future will help to submit an idea for work. The search for references for me is a selection of tips for further work. After my google search, I came up with a number of different images of the environment. Then I started creating thumbnails in black and white, where light shades were used to represent objects which are far in the distance and for objects in the near vision zone, I used darker colours. For certain colours which were used in my images to achieve the planned effect, I utilised the 'eyedropper' tool provided by Photoshop.
My thumbnails are the visual images of the idea, not just an illustration, but a working material that will go further. It should be readable and convey the most necessary for further development.
Above, there are provided with my four concept artworks.
The inspiration for the creation of the first work was my interest in such a natural zone as a desert with the presence of rocks. Speaking of the desert, the presence of sandy, stony and clay surfaces immediately comes to mind, and accordingly the predominance of yellow, mustard, golden, corn and solar shades and for contrast, I added brownish and orangish. The desert is like a place to be alone, where peace and boundless space. However, at the same time, it is a test, it is not easy to cross the desert, and it is not easy to exist: the scorching sun, unbearable heat, exhaustion and exhaustion. Accordingly, images of Bedouins dressed in long-closed clothes, with their faces covered, leaving only a slot for the eyes, which gives them mystery, come to mind. A caravan of camels crossing the desert floats over the sands weightless as a mirage. All these paintings can serve as an impetus to the search for adventure and test yourself for strength.
The inspiration for the second work was an interest in mysterious civilizations such as the Aztecs and Mayans. And then, I had the idea of depicting part of a mysterious and very ancient ghost town, the mystery of the death of which has not yet been solved. It is something like a sacred place where you can draw sacred energy. In the centre is an object resembling a temple pyramid, which may store the knowledge of the Indians, something perhaps very important, which served as a starting point for many discoveries in the future. A thick smoky sky, displayed, as if, smoke from the fires of the Indians rising skyward. Bonfires around which they sit and meditate in search of harmony. My goal is to depict such ruins as the loss of something valuable, but as lime, something new can always be built on ruins. It's like, everything passes, and it will pass, everything has dawn, prosperity and falls into decay, and as a result, this is food for thought.
The third work depicts the ocean. Idea-water as the source of life. Boundless and seemingly infinite. A huge, incomprehensible amount of water to the mind, like something endless, carrying in itself unknownness, mystery, and even danger, hence the colour, fascinating blue, from pale blue to saturated indigo and, accordingly, the feeling of coolness and even cold. Unknown and fearful, because this is not the habitat of humans.
The inspiration for the fourth work was my thoughts and ideas about the master and student, whom he is preparing to be a real warrior. They live high in a mountainous area, far from civilization, where the master falls through a martial art and shares his wisdom in achieving spiritual harmony. The mountains in the picture are like a shelter, like a wall protecting against everything that can prevent them from achieving a common goal. The colours are neutral: calm grey and green, the colour of the water repeat them, as it reflects the mountains and the forest, a sign that it is mirror clean. All this, in my opinion, creates a kind of oasis where a person feels a sense of complete freedom connecting with nature, being content with seemingly small, but having everything that is necessary.
Week 4,5,6,7,8,9,10
Level Design
My game tells the story of how a starship with colonial soldiers on board crashes and the only soldier, Lax, survives. Now his task is to get to a certain place and send a distress signal across an unknown planet.
Before creating my game "Lax Vs. The Unknown", I created 4 mind-maps of the first level of the game, differing in style, using Photoshop. Looking in detail at the created mind-maps with their layout, I analysed which of them would interest the player more in completing the level. which is not limited only to the layout but also includes the pace and challenges that the player encounters as he progresses.
As a result, I came to the conclusion that mind-map number 2 more likely meets the expectations of a player. Realizing that the action-mission of salvation will take place on an unknown planet, I decided that the habitat should look barren but also natural: the surface of movement-earth, the presence of nature, such as this or that vegetation, and water-like places. However, all this should have the effect of unusualness.
Therefore, I decided that the surface would be rough and lumpy, of a reddish colour, the trees would be crystalline in shape, the colour of light turquoise, creating the effect of fragility and easily breakable, and the reservoirs filled with acid, which betrays the presence of bubbles, to create the effect of danger, something to beware of, and to show increased attentiveness, so as not to fall into a trap. Since it is possible to find unknown creatures on an unknown planet that may be hostile to the appearance of intruders on their territory, I decided that this would be like a challenge for Lax, which would complicate his victorious path.
My Game
My game design for the level I have created is divided into stages.
Stage 1
To begin, I created an FPS game using "Unity." To accomplish so, I chose to use YouTube videos as a source of information. However, I was unable to locate one that was appropriate for my needs. Due to a lack of suitable options, I opted to use the "Unity Asset Store," which contains several tools and programmes that could be used to create my FPS game. After scanning the store, "FPS Microgame" piqued my interest because it provided clear and structured instructions on how to create my own first-person shooter game, which was obviously very valuable to me and made the start of my development go smoothly.
Stage 2
checked that everything was operating correctly after downloading "FPS Microgame" to Unity; the camera is in the right spot and is attached to the player, who can look around and follow the commands. I then went about creating the terrain. The landscape, as previously stated, would be the surface of an unnamed sci-fi planet. I was able to follow the stages by watching videos like "How to Make Beautiful Terrain in Unity 2020 | Beginner Tutorial." The terrain pack was to be downloaded from the "Terrain Sample Asset Pack." I received a bundle after downloading that would let me create the landscape based on my idea from the mid-map.
To create the landscape for my game, I started with a simple flat form as a base and then built it up using 'terrain tools' like as brushes to add lumps, rough, and curved regions to make the surface more realistic. It was necessary to add texture to the terrain after the shape was complete. This was accomplished by selecting and uploading the rocky land texture. After finishing the rough terrain, I began creating pathways for the player to follow. To accomplish so, I used the "drawing tools" included in the terrain pack to duplicate the routes from my mid-map as closely as possible.
When the pathed surface was complete, I uploaded my player to see whether its parameters were compatible with the surface I made. The player was a good match. After that, I downloaded grass from the "Unity Asset" shop. After obtaining the grass, I began experimenting with it by altering its structure and colour, as the game's setting is an undiscovered planet with an uncommon ecology, and I wanted to emphasise this by giving the grass a unique appearance.
Stage 3
The next step was to introduce emergent attacking creatures as opponents, which would act as roadblocks to the player's progress. "FPS Microgame" provided a variety of adversaries. In my game, I used two different sorts of enemies: "minions," appears to be feeble and incapable of doing harm to the player however if they see the player, they will pursue him and continue firing, the second creature is a mini-boss, and as a result, he is more strong since he can fire continuously repeating bullets, resulting in rapid-fire strikes. I utilised the previously produced mid-map to find them in my environment. As a challenge, I positioned the adversaries along the path; the "minions"-like foes in front and the mid-boss at the conclusion of my game. This was done to fulfil the player's mission, which was to "clear the route" on the map.
Stage 4
At this point, I was concentrating on creating objects that represent the game's environment, such as crystal-like trees, strange flora, rocks, and acid ponds, as well as objects that explain the plot, such as a crashed spacecraft and its broken components and dead warriors. I used "Maya" to add these items. At first, I drew thumbnails of the things and coloured with what my imagination best thought would suit, When they were finished, I rendered them as models in Maya, ready to be used in my game. I used "Photoshop" for the simplistic depiction of the things to give them texture. I used "Substance Painter" to add extra features to the items, such as the spaceship and a soldier's corpse. To create the allusion of a crash, i surrounded the shattered spacecraft with emerging rock and terrain that created a crater.
Stage 5
At this point, I evaluated my game as part of my reflective practice to see how everything fits together and determine what works well, what could be improved, or what can be added. By testing my game, I discovered that the surface might be improved by adding more bumps and hills, concealing adversaries, allowing the player to be more attentive while also adding an element of excitement by being more oddly planet-like. So, utilising terrain tools, I was able to achieve my goal by adding extra characteristics to the surface, such as bumps and hills.
In addition, I realised that the acid pond may be useful in my game. If the player, for example, touches the liquid material, he will lose a life and must restart the game. I had to construct the response software in order for it to happen. I figured that finding an online lesson that would lead me through the procedure would be the best way to go. I attempted five different approaches to build the response software suggested on YouTube and failed. Finally, I attempted to follow this tutorial 'ULTIMATE Respawning Guide in Unity [2D & 3D Respawn]' and was successful in creating a response programme that allowed the player to begin his game from where the acid pond had been touched rather than from the beginning of the game.
Stage 6
I decided to share my game with my students and teaching staff to see how they reacted to it. The general consensus was that the project was a success. However, I was given the notion of including certain components of attractiveness that will serve as incentives and aspirations. For example, to persuade the player to choose a specific path. After considering the concept, I came up with the idea of adding components of the blazing shattered ship after the crush to pique people's interest in investigating the area. I conducted my study online, looking at photographs of aeroplanes that had been crushed to observe how they appeared after being crushed, taking close attention to characteristics like the angle of location, flames, and expanding smoke. All the things that had been observed have been applied by making some amendments to my game (see stage 4).
Formative review
Media Design Project
by Bilal Hadji
Introduction
Reflection
With my arrival at Ravensbourne University, I felt compelled to push myself further than I had previously while in college. I've always considered myself to be more interested in the media creation side of game development, but game engines like Unity and Unreal have piqued my curiosity, and it's become my goal to learn how to use them proficiently and confidently. While working on this project, I've been honing my creative talents and integrating them with the technical side of game creation to produce an intriguing project, utilising the theoretical and practical information I've gained in the past to see how it would influence my progress. I am willing to make a connection between my life and the game development industry.
This term, I aim to push myself by merging my artistic abilities with game development's technical tools, as well as pertinent vocal and written commentaries on how the work was completed.
Developing my game
In order to create my game, I started by forming a clear idea of the process itself and what I would need to complete in order to recreate this idea. I began with the development of my idea soon shifting focus to the choice of tools and the organisation of the development process so that the process could be streamlined and that the result would be as desired. Reviewing the tutorials covered in this topic provided during the training process on the course as well as several training videos I found online allowed me to improve on certain skills that would assist me in the creation of my game and trace all stages of development from start to finish.
Stage One
Working off my initial idea I began to understand that the most important thing in the game was the gameplay; it is the main component of any game and would determine the genre of the game. The player's task is to manoeuvre across a map, overcoming obstacles and destroying emerging opponents by shooting them. By pinpointing what my game would actually consist of I was able to put it into the genre of a First-Person Shooter - this genre will be the main direction of the development of the game. I then continued the development process by choosing the setting, this would provide a plot or them to the game. A sci-fi setting I thought would be the most fitting to my initial idea and suit the gameplay.
After branching off my initial idea I began to create a more concrete concept of the game. It was important for me to add attractive aspects for potential players. In the game, the player takes the role of a soldier, who has been tasked with destroying the enemy in order to save his own life. Having decided on the concept, I realised that it was necessary to think about how to make my game unique and set it apart from other games within the same genre and generate interest within the gaming community.
So, to summarise:
Concept: A sci-fi first-person shooter, where the player kills enemies and avoids obstacles
Setting:: an unknown planet with an unusual habitat
Gameplay: The player is a soldier who overcomes obstacles in the form of dangerous nature and emerging attacking creatures that will be destroyed in order to save his own life.
Step two. Game mechanics.
At this point, I began to work through the game mechanics, establishing a set of rules by which my game would function. I asked myself questions such as: What will happen if a player takes this Item? If the player comes into contact with an enemy, what happens to them? Will the player be able to build something or move objects? I understood that the answers to these kinds of questions would represent the game mechanics of my game. The protagonist of the game, computer opponents, secondary characters (NPCs), bonuses, moving objects, scenery - all these are game objects with their own properties and possible actions I would have to take into consideration and add them to create a cohesive game that fit my concept.
The setting
Un unknown planet with an unusual habitat
Sci-Fi Planet Concept Art/ Unknown planet
The Inspiration
3
Helplessness
Lost
Silance
An expectation
2
Fear
Combat
An expectation
Shiver
4
Survival
Shelter
An expectation
1
Hidden danger
Observation
Lurking danger
eye of beholder
Enemy creatures
5
Glitter
Christals
Colours
Sparkles
Survived
Crash
Alone
Tragedy
Using photos to pick them
An unknown planet
Research into planets based on facts:
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A planet is a celestial body that is in orbit around the Sun, has sufficient mass for its self-gravity to overcome rigid body forces so that it assumes a hydrostatic equilibrium (nearly round) shape, and has cleared the neighbourhood around its orbit.
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By using spectroscopy on the starlight that pours through an alien planet's atmosphere, we can learn the composition of the planet based on the wavelengths of light present. Every element has a certain atomic structure, which leads each to absorb/reflect different wavelengths.
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There are 8 planets in our solar system, they are Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus and Neptune.
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The order of the planets from closest to the Sun outwards is; Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus and finally Neptune.
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Planets in science fiction are fictional planets that appear in various media of the science fiction genre as story settings or depicted locations.
An unknown Planet
The Story And Setting
The story of my game
creating the surface of the planet, bringing up the shape and experimenting with colours
Rocky sandy surface, hills and mountains.
Lights and shadows
Three Act Story Structure
The lack of necessary resources for life. An era of war between civilizations in the universe. Searching for new habitats to colonize.
An expedition, searching for life on new planets.
Arrival. An accidental event resulting in a crash landing. Only one remains, the rest of his group facing a fatal demise.
It is a period in which humanity faces a great scarcity of resources for survival. An era of war between civilizations. People are thinking of another planet to live on. The mission has a small number of troops on board to see if there is any possibility of living conditions in other worlds.
As a result of an unsuccessful landing, the ship crashes. The expedition dies, and only one soldier, Lax, remains alive. Now his task is to get to a certain place and send a distress signal crossing an unknown planet, ready or not to be faced with anything he has never seen before.
Menu/Option
game mouse sensitivity converter
ScreenShoot
Lax VS Uknown
Story Summary
Mind-Map
First Person Shooter
Sub-Genre
Survival
First Person
Sci-Fi
Jump
Pick up item
Shooter
Walk
Run
Player
Enemy
Human soldier
Creatures
Characters
Weapon
Sound
Walk
Character
Rifle
Weapon
.Lax Vs
. The Uknown
The story of ''Lax VS Uknown'' takes place on an unknown planet that is the complete antithesis of Earth. Is there a chance for human survival and evolution whilst face to face with these extraterrestrial opponents?
Broken parts
Poisonous Pond area
Broken Starship
Rocks
Trees/Tree Dead
Red Grass
mountains
weird Plants
Fire
Smok
Location/Settings
HUD Layout
A HUD is a visual display which allows players to see as part of the game. This GUI feature is very critical inside a game as it tells the player whether or not they are making some kind of game progression. This also helps the player to know if their' health' is poor and they have to stock up on medical supplies, or whether they are near their destination.
Inside a HUD, the health factor makes players aware of the amount of lives they have left before they actually die, and they must start all over again from their last save point.
Weapons are important because they remind the player of what weapons are in use as they play the game. If a player has a gun, for example, it indicates how much he or she can shoot.
Menus is important as it enables the player to pause, leave or restart the game, as well as allowing the player to adjust the settings throughout the game.
Mini maps are also important as they indicate where the player is in the game and whether they are close to any treasure or enemies.
Health bar
The health bar makes the player aware of their health points so they are able to determine if they are at risk of dying in-game. In this game, it is located in the middle bottom of the screen
map
The map, located in the bottom left-hand corner, allows the player to know if there are enemies nearby as well as where they themselves are located making the game easier to navigate.
Crosshead
The crosshead in the middle is for making it simpler and easier to aim at targets.
Class ability.
The class ability gives each class a different ability that only they are able to do.
Gameplay Settings
Showing gameplay ideas sketches
This drawing shows aspects of my gameplay that can be achieved using the WASD keys and the mouse.
Game Rules
Main character-starship trooper/soldier Lax escaping the unknown planet.
Player's targets/actions would be:
to cross the terrain
to avoid obstacles that may take health point
to defeat all the opponents to move to the next stage
Both, player and enemies have a health bar that indicates their life.
Location Research
verticality
roundness
liquid surface
kaleidoscopic effekt of light
Analysing the environment
Sharp heights of rocks, giving the impression of a standing wall, with the unknown beyond. The soaring impression created by round-shaped items hovering in space. The sense of movement is created by vertical vegetation arranged in a diagonal arrangement.
Taking a deeper look at the sci-fi planet image
These photographs provided me with the motivation to dig into further depth later on in the project. I studied the structure, arrangement, and usage of lines and forms to represent objects and enclosed places.
hills and bumps
rocks
rocky surface
hard to see trails
Breaking down the environment
The environment uses simple shapes once you break it down, mainly circles/rounds, ponty-triangles and vertical lines.
triangles =
Square =
Circle =
Circle =
Square/Rectangle =
Landscape Reference
-
rocky surface
-
sandy/gravel surface
-
hills and rocks
-
unreal vegetation/dead, rotten trees
-
roughness which may lead to destruction (spaceship crash)
-
broken apart spacecraft
-
fire flames
-
parts of spacecraft got into surface
-
sandy smoky air
Artist Research
Researching art by David Paget from Artstation
-
uses rough shapes in the back to create a desert-like outline
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curved, semicircular lines to enclose spaces
-
uses lines to create a sense of depth
A warm brown palette is used, giving it a realistic desert appearace.
Researching art by Logan Feliciano from Artstation
-
uses back shapes such as trapezoid, situated forward in the far distance
-
The sensation of depth is created by lines and forms in the distance.
-
a neutral warm brown colour shade is used, giving the objects a realistic look.
Researching art by Alexander Forssberg from Artstation
-
uses circular shapes superimposed on each other and on top of each other
-
uses verticals
-
the dominance of objects which superimposed on each other and on top of each other creates the effect of layering
the dominance of warm colour, smoothly floating from reddish to pink shade.
After collecting the images above and analysing what was most interesting and fitting for my game, i worked towards including these aspects in my project particularly the colour scheme and strange flora.
I expermineted with several colours, seeing what worked best for the object but was also choesive with the rest of the project. The colours above is what i felt best suited the game.
The impact of artist research and their analysis.
Creating an unusual habitat:
-
red grass
-
pinky sky
-
two moons
-
crystalised trees (groups of diamond shapes form a tree crown+texture)
-
dead trees in contrast
-
acid lake+texture+bubbles
-
rocky mountains
The impact of artist research and their analysis.
The following elements to be used
-
destroyed spacecraft
-
broken parts
-
flames
-
light
-
smoke
-
ruined surface
The impact of artist research and their analysis.
The following elements to be used for creating unknown opponents
-
mechanical-look like objects
-
colour to reflect their non-organic steel
-
joined mechanical parts
Moodbrard
Character Soldier
Creating a character-starship trooper
-
structure (height, body (small and large body parts)
-
proportions/symmetry
-
armour
-
helmet
-
joint parts
Blaster Rifle
Exploration of the chosen images of blasters for creating a weapon
-
body
-
barrel
-
grip
-
accessory
-
stock
-
magazine
-
sight
-
metal (steel)
Star Ship
Exploration of the chosen images of spacecrafts for creating a starship
-
heavy and middle size
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body and shape (rectangular-look like with rounded corners; triangle as a base to then manipulate with and create the planned look of wings)
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spaceport doors and hangers
Plant
Exploration of the chosen images of fiction plants for creating a flora on the unknown planet
-
balloon, bubble, berry or mushroom-look like shapes for plants
-
curved, twisted tree tank
-
bright, glittery, sparkling in appearance
Crystal Tree
Exploration of the chosen images of fiction crystal trees for creating flora on the unknown planet
-
exploring forms and shapes (triangles, rectangles, pentagon)
-
exploring texture (glittery, transparent, sparkling, kaleidoscopic)
Thumbnails
Miniature graphic versions of final artworks in black, grey, and white. Digitally creating thumbnails in black, grey, and white was proven to be more successful.
Colour Use:
Character
Blaster Rifle
Star Ship
Environment : Crystal Tree and Unknown Plant
Crash Environment Star Ship
Develop Environment Designs
Colour Script
Concept Art for Digital Asset Designs
Visual representation of the elements that will be used in the game.
Front
Side
Broken parts
Player
Environment
Space Ship
Soldier
Blaster Rifle
HUD
3D Development / UV
Below are introduced the images which will be used in the game and they were created in 3D modelling and UV mapping using Maya.
Character UV
Blaster Rifle UV
Trees /Dead,No UV
Plant UV
Star Ship UV
My Game's Assets Main
Soldier/Dead body
the body of a deceased comrade as an embodiment of the expedition's death and the fact that something went wrong
StarShip
the model of the starship for transportation before it was crashed
Blaster Rifle
a weapon designed for the player to shoot down enemies.
Unknown Plant
an element of nature that is found on the unknown planet
Crystal Trees/Dead
an element of nature that is found on an unknown planet
Acid Lake
demonstration of overcoming obstacles that may result in the death of the player.
Rad Grass
an element of the cover of the surface in the environment
Rocks
an element of occurring solid mass surrounding the terrain
Enemy/Boss
enemies that are found on an unknown planet and will attack the player.
Brocken Part StarShip
the broken segment to depict that a starship collides with an unknown planet.
My Game's Assets pack
FPS Microgame
This is an asset pack from the Unity marketplace that contains everything I require for my game's First Person Shooter.
Terrain Sample Asset Pack
This asset pack from the Unity marketplace has everything I need for my game's terrain. When generating terrain, I used the terrain tool to edit and sculpt the level's layout.
Outdoor Ground Texture
This is a Unity asset pack that has everything I need for my game. I then used the outside ground texture to paint the grass, dirt, and rock texture on the environment. I then proceeded to smooth out any odd elements in the environment.
SMM-Stylized Grass
This asset pack from the Unity shop contains everything I need for my game's environment grass to appear on an unknown planet.
Unity Particle Pack 5.x
This is an asset pack from the Unity shop that contains everything I need for certain effects in my game. In Star Ship, you'll see fire and explosions.
The Environment finish
Creating the environment
The creation of the game environment starts from making a mid-map, representing the rough schematic look of the game level stage and its further development by working on forms, shapes, texture, colour and adding objects.
Start: Map Design
Final Versign
Review
I chose to share my game with my colleagues and teaching staff for my review to see how they reacted. The project was deemed a success by the majority of participants. However, I was offered the idea of introducing some attractiveness components that would operate as incentives and aspirations. To convince the player to take a certain course, for example. After some thought, I came up with the idea of including parts of the smouldering wrecked ship after the crush to pique people's curiosity in the region.
Complete Gameplay
Reflection
It was an enjoyable process for me to work on this project. I was able to explore a variety of artwork, improve my attention to detail and learn how to work within a theme, particularly when working with colour experimentation and modeling where I was able to try out a myriad of tools. However, working with a new programme there were certain aspects I struggled with, particularly the textures of my objects, but I was able to overcome this by seeking inspiration from mood boards selecting images I thought would best fit. According to feedback provided from a group of people who tested and reviewed my game, I worked on improving the incentives in my game, for example, changing the route to lead players by intriguing them and having them investigate and consequently find the right path.
Tutorial Link
Use Youtube
ULTIMATE Respawning Guide in Unity [2D & 3D Respawn] (https://youtu.be/tB_ihytqGpo) Feb 3, 2020
MAKING YOUR FIRST FPS in Unity with FPS Microgame! (https://youtu.be/jE3ZJ_tCGTo) Dec 8, 2019
How to Make Beautiful Terrain in Unity 2020 | Beginner Tutorial (https://youtu.be/ddy12WHqt-M) Jul 15, 2020
Asset List
Use Unity Asset Store
FPS Microgame (https://assetstore.unity.com/packages/templates/fps-microgame-156015) Oct 23, 2019
Terrain Sample Asset Pack (https://assetstore.unity.com/packages/3d/environments/landscapes/terrain-sample-asset-pack-145808) May 22, 2019
Outdoor Ground Textures (https://assetstore.unity.com/packages/2d/textures-materials/floors/outdoor-ground-textures-12555) Nov 4, 2013
SMM - Stylized Grass (https://assetstore.unity.com/packages/3d/environments/smm-stylized-grass-184975) Dec 30, 2020
Unity Particle Pack 5.x (https://assetstore.unity.com/packages/essentials/asset-packs/unity-particle-pack-5-x-73777) Oct 20, 2016
Images Reference
Use Google search
For soldier: (soldier character concept art),(sci fi soldier concept art) (star wars clone wars clones)
For blaster rifle: (sci fi blaster rifle), (sci-fi gun concept art)
For star ship: (star ship concept art)
For starship crash: (starship crash landing concept art)
For unknown plant: (concept art plant)
For crystal tree: (crystal tree), (crystal tree concept art)
For the unknown environment: (concept art environment planet), (mars landscape)
Software
To begin, I will use Maya to model environment props like crystal trees, odd-looking plants, and rocks, as well as a starship, soldier, and bluster rifle. When I'm generating these models, I'll make sure they're balanced in terms of polycount so that I can later implement them into Unity without having to be concerned about performance. I'll also be UV mapping and unfolding models in Maya to create a clear arrangement before adding texture.
I'll use Photoshop to produce thumbnails for the asset and concept art. I'll be creating textures for the models as well. These textures will be devoid of normal maps, colours, and other elements that contribute to the models' illumination. I'll use Adobe Substance 3D Painter to create high-quality textures for several of the models.
I'll be using Unity to complete and position all of my models in a single landscape. Unity would also be used for post-production effects and particles. Other elements, such as bubble particles, fire particles, and the smoke effect, will be added into the environment. Then, eventually, I'll customise them to make the environment look as alien as possible. A other system, such as the material, will be employed to produce textures for the acid lake. Finally, I'll take advantage of the camera system to capture the background from a different angle.