Introduction to the brief
The brief that we were given was to create a sidescroller
consisting of 4 levels, 2 main characters (male and female) and 3 NPCs. It is
to work in a large group to work towards a larger goal (game) and work
effectively and creatively as a team.
Each section of the level are represented by 4 themes and to
include dynamic elements where possible, particle effects and movement:
- · Hot
- · Cold
- · Happy
- · Scary
The characters should be rigged so that they have some
animations applied as well as walk, run, jump, punch and kick.
The project length is 6 weeks.
What area you worked on?
Within my group of 4 people I was one of the environment
artists with 2 other people and a concept artist. Within the environment
artists we gave ourselves things to do depending on what we wanted to learn or
what caught our attention or what we wanted to do. We thought it would be a
better idea to work on the things that kept our interest rather than forcing
things upon ourselves. For me personally I worked on a variety of things. First of all though before we started anything we headed to the whiteboard and gathered to discuss our inital ideas. We came up with things that related to our level Hot, such as volcanos, lava, rain forests and even went outside of the box like kitches or boiler rooms which still followed the word hot. We carried on like this and took it to pinterest where all focused on a couple of our ideas and then pinned the relevent images. For example some was given the word desert, so they pinned all the relevent desert photos. Once we had a clear idea of where we wanted to take this we then went onto concepting. Throughout the group we concepted various parts however we did enjoy the idea of a volcano level and wanted to incorporate that within the level somewhere. When
we first started the project we all had to do some concepting to get an idea of
the way our level looked.
The concepting I worked on was:
- · Shape Grabs
- · Colour Palettes
- · Underground Concepts
- · Start Concepts
- · Asset Ideas
- · Level Idea as a whole
- · Path Blocking
- · Levers
- · Statue Door Mural
Some of the concepts that I did was refining from what our
concept artist did to get across the point of the idea I had in my head. The
level idea as a whole was originally what I drew on the whiteboard during a
meeting with the group. The concept artist then took this to draw it up neatly
within in Photoshop for others to work on. I then added my own ideas on top of
this and we came together as a group and discussed what worked well.
The modelling I worked on was:
Whitebox:
- Main Tree
- Branches
- Statue
- Lever
Final Assets:
- Platform Edges
- Flytraps
- Flytrap Stems
- Lever
- Magic Mushrooms
- Plant 1, 2 and 3
- Tree Fungus
- Treehouse
- Vista
- Vine Alphas
Within the whiteboxing stage I had created the statue door
which was to be re-done to be put into the final piece however I passed this
onto another environment artist which finished off the model. The rest I had
worked on personally. Within the final assets I took some into Zbrush for the
first time. This was a new experience for me as I have never used Zbrush
before, however after spending a day on getting to grips with the software I
felt more confident with using it and thus taking more models in to get the
right shape for when I do the high to low poly bake within 3DS Max.
Due to the change in brief however I had to put some models
to the side to focus on the models for the area that we decided to polish and
focus on. This is where I created the magic mushrooms. They had an emissive map
to add some more colour as one of the main points from the feedback we got was
there were too many green and browns within the level. So I decided to create
glowing magic mushrooms to add a variety of colours. I also created some
emissive maps for the tree fungus as some of the models where to be used within
the temple.
The platform edges were broken up so they made the whitebox
platforms look a bit more interesting to the player and so it looks like an old
temple which has been crumbling. The flytraps were to add a bit of fantasy as
they were oversized and what is used as a platform for the player to descend
from the bottom of the tree to the temple roof. The stems were concepted by the
concept artist and pulled the normal figure of a plant stem. This added a sense
of fantasy again and created interesting shapes. The levers were part of the
main puzzle that I came up with for our level. The player had to interact with
the levers dotted around inside the temple to open the statue door to progress
further into the level. Each lever was placed on a smaller pillar and the
handle of the lever itself was modelled to look like it was made out of natural
materials found around the temple such as a small branch from a tree. The magic
mushrooms came from research into exotic plants and also from Scary’s level who
used mushrooms within theirs. I came up with the idea to make them purple and
glowing to add some contrasting colours from the brown and green background.
Plants 1, 2 and 3 were to add some life and organic shapes into the level as it
was somewhat lacking organic forms. It was based within a rainforest/jungle
environment but there was no plant life apart from the trees which didn’t make
sense. So I started working on more organic and exotic plants into the level.
Their albedo were also interesting colours which added some more contrast and
took away from the sheer amount of browns and greens. The tree fungus were to be used as platforms
to traverse down the main tree. Originally the platforms were simple cross
sections of tree trunks and textured like trees however the feedback that we
were given was that it was too boring. So we decided from peer feedback to add
tree mushrooms which normally grow on the outside of trees and bring them
inside. With this I went ahead, modelled it in 3DS Max and then Zbrushed it to
bake it down. The treehouse was meant to be put into the final of the level however
where we cut it down it didn’t matter too much. I modelled it exactly the way
the concept artist had drawn it, I pushed some of the forms so that it wasn’t
as box like or square. I worked on the vista between the level and the volcano
in the background so that when you started at the top of the level not
everything was floating in mid-air. On top of that I then worked on some alpha
vines which were used to add some natural vines quick and easy.
What worked well?
The things that worked well for me personally was I was
really happy with my mushrooms and plants. I enjoyed taking them into Zbrush
and working in more detail to bake down into the normal map. I felt it worked
really well. The mushrooms were able to bring in something that we were missing
and they didn’t require too much time. They were simple and effect and that’s
what I enjoyed with them.
What worked well within the level as a whole was the temple
itself, especially with everyone’s assets coming together as a whole. With one
of our environment artists working withing engine to make everything look as
good as possible it helped to see how the level would like once the engine guys
had finished putting everything together.
What didn’t work well?
One of the main things that I thought didn’t work well was
that we weren’t able to figure out an effective way on how to transition
between our level Hot to the next level Happy. It was quite a hard call to make
and the communication between the two levels was a bit non-exsistent and thus
we weren’t truly able to get down a strong idea.
What problems you faced?
The problems we faced throughout the whole project was that
only one person could work on the engine at one time and that if we wanted to
check our assets within the level we had to wait for the person who was working
on our level to import it and place it within the level. This cost some time in
places and meant that we weren’t as productive. Other problems were getting the
right size for assets, although we had a general outline for sizes it did vary
and a lot was changed within engine anyway.
How did you overcome problems and issues?
While one of our artists was working in engine and we had
some spare time waiting to see if things were working correctly we made some
more assets or adjusted the textures for our models. With the end of the level
lacking we were able to make a quick fix on how to tie everything together. Rocks
that were already made were scaled and placed around to show the floating
island idea that Happy has in theirs and that linked it quite well.
What would you do differently if you were to approach a
similar project?
The things that I would do differently is try and get the
idea down as soon as possible. I would also make sure that I only spend around
1-1/2weeks concepting rather than the 2 ½ weeks we spent. This meant that we
would have had more time modelling and polishing off at the end rather than
rushing about it. I would have also liked to work in engine more and help out
with lighting and particle effects. This would have eased off the main
environment artist who was doing a lot of the engine work. I think that the
colours needed to be down and finalized as we spent a lot of time changing the
colours within engine and within the textures of the models.
Conclusion/Summary
Overall this project was an eye-opener on how to work
effectively as a large group of people working on one game. Even though
previously I have worked as a team it hasn’t been in this size and having to
work collective amongst individual groups. I’ve learnt a lot of this project
especially from the people I have been working with. They’ve helped me a lot to
excel in software that I haven’t used before and that has made me feel more
confident. I felt that I have produced effective work and it has added to the
level rather than be a waste of time. I felt that I kept on track with time and
that I wasn’t rushing around too much with trying to get models fully textured
and exported.
I think I could have been more involved within engine work
and put in more of an input however I didn’t want to mess the engine up in-case
I broke it and it would set us back. This is why I held back a little. I wish I
had also done some more intricate models such as a statue rather than doing
smaller assets.
However overall I think the group worked really well
together and I’ve been happy with all the work that everyone has produced.
Everyone has had their input and worked hard at what they were given. I think
the level that we produced works really well and it came together in the end.
Here are some beauty screenshots of my work within the level:
Here are some beauty screenshots of my work within the level:
Treehouse |
Tree Fungus |
Most of my organic models in engine |
Flytraps |
Flytrap Stems |
Plant 1, 2 and 3 |
Tree Fungus placed within level and lever for the puzzle |
More plants at the back of the level including some of the alpha vines at the exit door |
The vista to fill in the ground |