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Games Design @ Hull School of Art and Design

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Interactive Environments and Level Design (Y2, S3)

A module that links to Creative Futures which consists of level design and interactive environments. Year 2, Semester 3.

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
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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

Interactive Environments and Level Design – Lesson Notes

 

Part 1 – Discuss game interaction within society. E.g. Harry Potter tour, people had tours using tech devices and headphones. Research into levels.

Part 2 – Teamwork – Heritage Project – Split into games design sectors. Research what makes games interesting and history of area. Go to museums and history center etc.

  • Research, presentation sheets/portfolio of all findings via interim presentations, group meeting, shared project management resources and creative blogs.
  • Use the Oculus Rift if possible but also make a secondary output.
  • If you don’t want to use your blog you can create a professional project design document which is expected to be professionally printed and bound, should be 100 pages plus.
  • Paul will manage first Semester.
  • Teams to be split equally. Not joining via friendships. Learn to manage the project, no complaining.
  • Don’t just consider the environment, consider people, vehicles, animals.
  • CreativeSkills.org – Games Designer.
  • Ask 3rd years for advice.

1930’s Queen Victoria Square

1642 Beverly Gate

Games Design Sectors – Research, 3D, Game Engine.

Maritime Museum, Barclay’s Bank, Empty Building/used for music sessions, Cafe Nero, Princes Quay, Ferens Art Gallery, Hull City Hall, Statues.

Interactive Environments and Level Design – Heritage Project – Building Progress/Stages

Firstly our group task was to research Queen Victoria Square, it also just so happened that we could split the work equally by having a building each and one person working on both the statue and the monument. Below is the list in which buildings were designated:

Hannah Bales: Hull City Hall

Kyle Agnew: Maritime Museum

Harry Javan: Currently Vacant Building (in-between Cafe Nero and Barclays Bank)

Sam Akester: Prudential Tower

Matty Britchford: Ferens Art Gallery

Harry Langdon: Punch Hotel

Sam McNeil: Cafe Nero

John Ovington: Statue & Monument

(On a previous blog post I have posted links/directories to my group members personal blogs for their own university projects, from there you can view their progress on this heritage project).

My research is also on my blog however this blog post is going to about my 3D work and the first step in our 3D process was Greyblocking below are a few of my greyblocks:

greyblock-004

My first attempt at the GreyBlock is the model on the left. It is simple and I made it rather quickly. The model on the right is my current model that now differs in size as when we put the first GreyBlock into Unreal Engine the building looked rather small so I have now made the height of the building bigger and also made the balcony a little longer.

greyblock-001greyblock-002

I am now happy with the detail I have added to my building, however I do feel like am I quite far behind. I should have all of the model done by now and have started on texturing, however the other day I had a very good discussion with my teacher Paul and friend Kyle on how to texture and now that I feel more confident I am willing to work harder on this project. I am happy with my building and I am grateful that I have learnt many techniques throughout this tough challenge.

greyblock-007greyblock-008

Above is my first attempt at some of the details on my building. As much as I thought it was going well at first it really wasn’t as nothing was symmetric like it should have been. I am happy with the curl yet I feel like there needed to be some improvement.

greyblock-006

Above is the improved version. It may be rather high in polys but it is all symmetrical as most of it was mirrored and most objects were moved by the correct pivot point and I also learnt about using the modifier FFD (box) which helped me to mold the cylinder in the middle to fit inside my detailed model.

greyblock-005

Here is the dome which sits on top of my building. The spire bit at the top is rather detailed and I have also deleted back polys that the player will not be able to see.

greyblock-003

As you can see from this image you can see I have deleted polys that the player won’t be able to see. This is the Balcony, so far we have decided that the player won’t be able to gain access to the balcony but if so I will just re adjust the model.

 

 

 

 

Interactive Environments and Level Design – Heritage Project – Hull City Hall History

I find it very interesting how the area that we have been told to model all appeared around similar times. In the 1900’s there was a scheme called ‘Junction Street’ which then was named Queen Victoria Square; most of the buildings in this area were constructed between 1900 and 1930, however the buildings have now changed due to the blitz bombing in 1941 and development of the modern day. Our task is to create Queen Victoria Square within the time era of the 1930’s and we all have a building each to research.

I am researching Hull City Hall a place originally intended for orchestras and special events and to this day still used for orchestral and special events but also various performances such as theatre, comedy and singers. The construction on Hull City Hall commenced in 1903, there was no official opening ceremony, however, The Princess of Wales laid the foundation stone. When the blitz happened in 1941 most of Queen Victoria Square was badly damaged, it was so damaged that some buildings that remained had to be knocked down as they were unsafe such as the Prudential Tower (which no longer exists but plays a large part in the History of Hull) and sadly the roof of Hull City Hall which furthermore damaged the magnificent organ and most of the roof.

Image result for hull city hall organ

Image Source: http://www.hullhistorycentre.org.uk/discover/hull%20history%20centre/our%20collections/business%20records/forster%20and%20andrews.aspx

The Hull City Hall is still used for performances and also still has shops built into either side of the Hall I have gathered some useful links and resources to help me with building my model, however some of my model may have to be improvised as some images are not available (such as detailed images of the shops).

Some of my photographs

shops

Image Source: http://picclick.co.uk/City-Hall-Old-Bus-Victoria-Square-KINGSTON-322277201822.htmlhull-city-hall

Image Source: http://www.alamy.com/stock-photo/hull-city-hall-kingston-upon.html

Useful Links

Wilberforce Monument – http://www.hullcc.gov.uk/museumcollections/collections/storydetail.php?irn=227&

Ferens Art Gallery Part 1 – http://www.hullcc.gov.uk/museumcollections/collections/storydetail.php?irn=122&master=491

Ferens Art Gallery Part 2 – http://www.hullcc.gov.uk/museumcollections/collections/storydetail.php?irn=123&master=491

Maritime Museum – http://www.hullcc.gov.uk/portal/page?_pageid=221,631051&_dad=portal&_schema=PORTAL

Hull History – http://www.hullhistorycentre.org.uk/discover/hull_history_centre/about_us/historyofhull/part3.aspx

Hull Prudential Building – http://www.hullhistorycentre.org.uk/discover/hull_history_centre/about_us/historyofhull/part3.aspx

Hull Prudential Tower Demolition – http://www.hulldailymail.co.uk/secret-file-sheds-light-blitz-raid/story-11978415-detail/story.html

Hullwebs History of Hull – http://www.hullwebs.co.uk/content/p-postcards/victoria-square.htm

Hull Images – http://www.hulldailymail.co.uk/11-ways-hull-changed-incredible-single-picture/story-28843336-detail/story.html

 

 

Interactive Environments and Level Design – Heritage Project – Group Feedback

Feedback from our group wall:

  • Advertisements need to be checked as they may be American.
  • Some photographs seem to be from the 60’s (unsure assumption).
  • Punch Hotel Research via blogs and wall may be from other Punch Hotel from around the world.
  • More measurements are needed.

Feedback from Gareth’s Group Discussion

  • Research trams and tram lines.
  • Think about weather and how materials may be effected.
  • Contact Hull Daily Mail to view the Hull archives.
  • Possibly model the cafe under the prudential tower.
  • Look at possible easter eggs or decor. Advertisements, posters and events happening in that time period.
  • Look into other students final major projects and portfolios to gain knowledge on traditional and digital aspects of the creative design process.

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