Games Design @ Hull School of Art and Design



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:


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.


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.


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.


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.


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.


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:

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


Image Source:

Image Source:

Useful Links

Wilberforce Monument –

Ferens Art Gallery Part 1 –

Ferens Art Gallery Part 2 –

Maritime Museum –,631051&_dad=portal&_schema=PORTAL

Hull History –

Hull Prudential Building –

Hull Prudential Tower Demolition –

Hullwebs History of Hull –

Hull Images –



Interactive Environments and Level Design – Heritage Theme


Heritage Theme

For this heritage group project we have to show game aspects so we need a story, theme or style for the time era of the 1930’s. This is to give the players some sort of story to play with also it is also a great way to cut off the sections we are not modelling (because we can’t obviously model the whole city of Hull within the given time frame). Within the environment we must try to feature the area of Queen Victoria Square including buildings that existed at the time (1941 was the Blitz of Hull), vehicles relevant to this given time and also aspects as well as Artificial Intelligence.

We have split most of the research equally and all of us have contributed to the ideas presented below. The list consists of games that would be good to feature as a theme towards our heritage project; each one of us have decided on one or more games to research and within that research we will discuss what game aspects we can look into from other games to maybe use in our games such as the weather, the gameplay, aspects etc.

  1. Grand Theft Auto
  2. L.A Noire
  3. The Sims
  4. Assassin’s Creed
  5. Thief
  6. Sherlock Holmes
  7. Tomb Raider
  8. Red Dead Redemption
  9. Crazy Taxi
  10. Forza
  11. Need for Speed
  12. We Happy Few
  13. Street Fighter
  14. Uncharted
  15. National Treasure (Film/Game)
  16. Resident Evil (Film/Game)
  17. Silent Hill (Film/Game)
  18. Lollipop Chainsaw
  19. Watchdogs
  20. Payday
  21. The Godfather (Film/Game)
  22. Clockwork Orange (Film)
  23. The Exorcist
  24. The Bioshock Collection
  25. Back to the Future (Film/Game)
  26. King Kong (Film/Game)
  27. Agatha Christie (Film/Game)
  28. Nightmare Creatures
  29. Prototype
  30. Fallout
  31. Penny Dreadful

Silent Hill

Image result for Silent hill playstation 1 cover

The Silent Hill game was released in 1999 on the PlayStation One console. This is a rather large game series that is still getting made today with at least 10 original games and that is not even taking into consideration of how many remakes have been released.  Many Silent Hill fans have recently been very disappointed as a demo/preview named P.T Silent Hills (P.T = Playable Teaser) was cancelled and there are so many rumours going around that there currently is no answer towards why it has been cancelled, however Norman Reedus (The Walking Dead Star known as ‘Daryl Dixon’) was supposed to be the main protagonist, however since the cancellation he has recently been shown in a different game trailer named ‘Death Stranding’ and this is apparently a replacement for ‘Silent Hills’.

I chose one of the first Silent Hill games because I believe it holds some great ideas in which we could in-cooperate into our game. The first and main feature that grabs my attention is the fog; with this game being a survival horror they used the fog as a way to scare the player as you can’t see too far in front of you the player has to be more thorough whilst searching and when an enemy appears you will only notice when you are too close to it and therefore the player has to encounter enemies rather than running away. This game also uses its sound effects to its advantage as the player finds a radio at the beginning of the game which plays no tune but when an enemy is nearby the static noise goes crazy again another method of scaring the player. Another scare technique is the timing. Not only does this game have jump scares but it also features a siren that sounds every so often which encourages more enemies to attack and the environment to change.

Video Source:

Video Credit: BlackFox2240

The video above shows the atmosphere of the game, watch more of these videos or play the game to experience the gameplay.

We Happy Few

Image result for we Happy Few Game Cover

I haven’t actually played this game yet, however it looks quite complex as I’ve watched a few reviews and also some walkthroughs. The game was released around the same time as ‘No mans Sky’ and they both had a similar aspect in common which is procedural generation. Procedural generation is another term for random generation, items within games are usually in the same place all of the time and we know exactly where to go every time we replay the game which can sometimes make the gameplay boring. Procedural Generation allows the player to have a slightly new experience every time they play the game also I think it is good for the players as if a player is struggling they will find it hard to find the answers online and therefore the player must try their hardest to progress further. When No Mans Sky was released it was a highly anticipated game, however, it is now known as the game most likely to be traded in as the procedural generation aspect failed on its release as many people have stated that the game was very repetitive.

Image result for we Happy Few concept art

Image result for we Happy Few concept art

“No matter how many solar systems you jump to or planets you explore on the direct path to the center of the galaxy, you’ll grow tired of repetitive NPC interactions and the planets’ implied-but-shallow variety, and you’ll lose interest in new ships–and perhaps the journey altogether.”  – Gamespot Review by Peter Brown

“We Happy Few will cultivate a deeply nuanced story told through details scattered through its world, including some pieces that aren’t in the game yet. It’s the kind of game you want to experience when its finished, and not before.” – We Happy Few Review by Mike Epstein

Above are 2 reviews, the first one is about No Mans Sky and the second is about We Happy Few. We Happy Few is highly anticipated but so was No Mans Sky and that didn’t work to well, however We Happy Few has been released via early access so they can receive feedback from players on how to improve the game before releasing it fully which I believe is a very bright idea.

Also seeing gameplay I am very intrigued in the game because of the art style, there are many aspects that we can use from this game to place within our game, such as costume design, aspects/objects and the environment/weather. I am also a great fan of their website as it is very informative and presented very well.

Video Source:

Video Credit: MGplayy – Trailers and Gameplay

Sherlock Holmes Games

Image result for sherlock holmes crimes and punishments game cover

There are many Sherlock Holmes games (at least ten I believe) and they have all had good reviews no matter what console or game style, however, for this specific topic I have chosen to discuss the game known as ‘Crimes and Punishments’ because I have played this and I believe it can relate to our project really well.

The game is very guided, meaning the areas you visit are quite small and the path for the character is quite limited, however this is a good thing as it makes it better for the character to find items and objects. Also detective games are usually great as small closed of spaces as you can place more items down to fill the space and the environment therefore looks more realistic (this goes back to the ‘Their Pride and Joy’ project in which we had to fill the space as much as possible so the environment looked interesting). The game is set in the late 1800’s nearly early 1900’s so some of the aspects of the buildings exteriors/interiors would be good to look at as well as maybe clothing and assets.

Video Source:

Video Credit: Gamspot


Silent Hill Image Source 001 –

Silent Hill Information –

No Mans Sky Review –

We Happy Few Review –

We Happy Few Image Source 001-

We Happy Few Image Source 002 –

We Happy Few Image Source 003 –

Sherlock Holmes Image Source 001 –

Interactive Environments and Level Design – Blog Directory

Below is a list of the names and links to each team members blog. To view any work about the heritage project or anything in relation to Games Design please use the links below.

Harry Langdon

Sam McNeil

Sam Akester

Matty Britchford

Kyle Agnew

John Ovrington

Harry Javan

Hannah Bales



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