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hannahbalesblog

Games Design @ Hull School of Art and Design

Date

January 10, 2017

Interactive Environments and Level Design – Asset List

  • Lamp Post
  • Carts
  • Bikes
  • Rubbish/Litter
  • Bins
  • Signs
  • Sandwich Board
  • Manure
  • Hay Bales
  • Show Shiner
  • Post Box
  • Coal Guy
  • Telephone Box
  • Pigeons
  • Seagulls
  • Dogs
  • Cats
  • People
  • Street Sweeper
  • Debris
  • Guy in box selling papers
  • Chestnut cart
  • Homeless
  • Benches
  • Information Board
  • Street Vendors
  • Sewer Grates
  • Pot Holes
  • Manhole Covers
  • Kids Playing
  • Cardboard Boxes
  • Trees
  • Cleaners
  • Buckets
  • Barrels

Interactive Environments and Level Design – Group Meeting

Topic of Discussion – Assets

Asset List on Basecamp

Ridiculous Quests (Also Known as ‘Fetch Quests’

Character – Historical Researcher

Game Mechanics

  • Discovery
  • Reward
  • Achievement

 

Interactive Environments and Level Design – Lesson Notes

‘A modular environment is an environment built out of reusable textures and models.’

Texture Atlas?

Using vertex colours – painting/tint geometry.

Use vertex materials for damage

[Theory: Efficient planning for modular environments]

Separate textures – major, minor, decals

Vertex Blending?

Floating plane with alpha map

Light maps?

PBR Workflow (Physically Based Rendering)

Video 1 – Texture Maps Explained – PBR Workflow (Physically Based Rendering).

  • First image (texture cube) features a base colour, metallic, roughness, normal, height and ambient occlusion.
  • Base Colour/Albedo/Diffuse – The literal colour of areas on a given space of your textures.
  • Cube without base colour is just white.
  • Metallic – The ability of your surface to reflect the imagery around it.
  • If material is not too reflective (brick) the metallic map will be black and if it is reflective it will be white. Can adjust values in Unreal Engine.
  • Roughness – The ability of your surface to reflect or absorb white light.
  • White = Rough Black = Smooth
  • Normals – Determines the illusion of depth and features.
  • Height – The fake depth or height of areas on your map. (Bump)
  • Parallax Illusion?
  • Ambient Occlusion – Determines which areas are inherently darkened to simulate shadows. (Not essential).

Video 2 – Creating a PBR texture for Unreal Engine 4 in GIMP

Interactive Environments and level Design – Ideas List

Heritage Project

Themes

  • Action
  • Text Based
  • Shooter
  • Educational
  • Action Adventure
  • Adventure
  • Driving
  • Role Playing
  • Multiplayer
  • Fantasy
  • Strategy
  • Puzzle
  • War Game

People (Sterotypes/job roles)

  • Elderly
  • Office Worker
  • Shop Keeper
  • Performer
  • Thief
  • Tourist
  • Mayor
  • Fisherman
  • Reporter
  • Artist
  • Doctor
  • Trader
  • Drunk
  • Privileged Class
  • Gate Keeper
  • Tram Workers
  • Fortune Teller
  • Children
  • Beggar
  • Police
  • Firemen

Buildings

  • Maritime Museum
  • Princes Quay
  • Jewelers
  • Punch Hotel
  • Hull City Hall
  • Prudential Tower
  • Banks?
  • Empty Building
  • Cafe Nero

 

Interactive Environments and Level Design – 3D

Tasks given

Harry langddon – The Puynch Hotel

Sam McNeil – Cafe Nero

Matthew Britchford – Ferens Art Gallery

Hannah Bales – Hull City Hall

Kyle Agnew – Maritime Museum

John Ovington – William Wilberforce Statue

Sam Akester – Prudential Tower

Harry Javan – Empty Building

 

 

 

3D Programs

3DS Max 2016

Unreal Engine Version 4.13.0

Mudbox/Zbrush

Photoshop

Substance – Painter, Designer, Bitmap2Material

Crazybump/Quixel Suite

Mixamo

Marvelous Designer

Make Human

Marmoset Toolbag

Creative Futures – Lesson Notes

  • Vertex Painting
  • Occlusion Culling
  • Modeler Workflow

Define 3D Modelling Terms

Source Control

Github

Creative Futures – Tech Skills – Portfolio, research job sites, small client projects, making my own website, glossary, discussions, paperwork.

Paperwork – Disclosure Forms, model sheets, credits list, bibliography, signatures etc.

Look at the British Film Industry.

 

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