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DylanprestongamedevelopmenT

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March 2016

Evaluation of project 2

Explanation

TO plan for this I had to figure out what the of things were going to be needed to create for the bunker as well as a location – which would help with the design of the bunker as its textures. throughout the production I looked at multiple places that could help me in creating the bunker that I wanted to create as a final product.

Description of the project 

The project was to create a bunker that was based within the Napoleonic era but in an alternative universe where Napoleon has found a power sours (caller the Teserrac). So the bunker has to be in a war type state as well as looking as if it is from the late 19th century.

What were my goal and expectations?

My goals and expectations for this room was to have a complete room with at least 7 different assets within the room that entail a story of what is going on in the environment and within the story.

What did I find challenging, different and interesting about the media project?

Within this media project I didn’t really find much challenging because most of the things i already knew how to do them, but there was one thing that I found exceptionally challenging and this was: making things look like they are from the time of the Napoleonic war and make them look like they have been within a war type environment.

Who is your ideal target audience?

My target audience for this game that I was going to be creating was for the age range 15+ which meant that we could hit all of the age ranges and make our product the most effective selling point.

Why should the audience see/listen to/use my media product?

I think that the audience should look/ listen to my product is because it shows what would happen in a different universe if Napoleon did manage to take over Europe.

How did your creative decisions help communicate message? 

My creative decisions that I made helped me communicate my message by making my environment easy to read and depict a story off of the surrounding area. some of these decisions were to create a surrounding area that has a few items placed around that tell the player a story of what has happened within the bunker as well as above the bunker too.

 

Unit 5 (LO3.1):

What audio problems did you encounter during the production?

Some of the audio problems that I had with the media project was making the sounds seem authentic and not too clean as they would be in our time. Another problem was present time sounds getting to the recording which messes up the whole audio track.

There was a little challenge in getting the sounds to be accurate to an original gramophone recording which did take out some of the authentication due to the lac of higher tones as there would be in a gramophone recording. However, next time I am going to focus on making the sound as close as possible to an original sound.

 

What did you do to solve Audio based problems?

To solve these Audio based problems I found the out what type of equipment would have been used around the time of the late 1900’s this was such devices as the gramophone which had a rather distorted sound to it which helped me in creating such a similar sounding effect using bubble wrap and other items.

How effective was your final outcome in solving Audio based problems at the end of your creative media project?

At the end of this media project I found that many if not all of the audio had been made better and many were done really well and they almost identical to what they would have sounded like if they were really came from a gramophone (very Authentic).

How could you make this better?

Next time to make this better I could do more research into what they would have sounded like to make them sound more authentic. As well as this I could record more sounds that could make the audio sound more distorted and older.

What audio skills have you learned during this project and how can you develop them further for your FMP?

Throughout this project there hasn’t been a whole lot that I have learnt from because most of the skills that I used i have already used in the past with the other project. but I could further my skills for my FMP by using all of the tolls and finding out which one of the tolls would best create the sound that I am looking for.

Unit 6 (Lo3.1)

What visual based problems did you encounter during the production and post-production process?

Some of the visual based problems that I encountered whilst trying to create the games layout was how things would have looked like back within the time period the game was set within.

After t was complete some of the issues that I saw was that the textures and/or objects didn’t look authentic enough.

What did you do to solve visual based problems?

To solve these visual based problem I did some primary and secondary research and looked at the different types of textures that were used back in the time period and gather the correct textures that i would need to recreate the look of the items that would have been around in the late 1900’s.

How effective was your final outcome in solving visual based problems at the end of your creative media project?

At the end of my creative media project the visual based problems weren’t up to the standards I hopped they would be when I finished completing then. This was not down to the fact of referencing but purely down to the fact that using UVW mapping isn’t one of my strong points and I couldn’t make them look as authentic as I’d liked them to look.

How could you make this better?

I could make this better by inhansing my skills in creating textures that would suit the environments that I am creating and putting more time into creating the textures to make them look more authentic and like they belong in the environment that they are put within.

What visual based skills have you learned during this project and how can you develop them further for your FMP?

I can improve these skills by taking more time in creating the textures for my objects as well as try to take more time in perfecting the creation of the 3D models that I will create for my environment (Not to be so worried about the tri count)

 

Unit 7 (Lo3.1)

What Interactive-based problems did you encounter during the production and post-production process?

Some of the interactive based problems that I encountered was that when I had to gather reference images of the location that I was going to use it was difficult to do because of the weather that we had was rather poor which made it difficult to do drawings as well as take some pictures.

What did you do to solve Interactive problems?

To solve these problems I looked at the times that the weather would be nice enough to do some drawings within as well as “let go” more as I drew and created some of my Interactive-based tasks.

How effective was your final outcome in solving Interactive-based problems at the end of your creative media project?

As a result I didn’t have much of a reference to go from when creating the room on the bunker, and it meant that I didn’t know the correct layout of a bunker – first hand experience – making it difficult to create the rooms layout.

How could you make this better?

I could have made this better by creating more time on my behalf to gather the correct images and drawings that I needed to help as references for my Media project.

What Interactive-based skills have you learned during this project and how can you develop them further for your FMP?

I can improve these skills by allowing more time to have days out where I could gather images as well as drawings to capture the idea and concept of the location that I am creating. As well as this allow more time to perfect these skills.

 

 

Term 2 Final bunker room

This is my final take of my room, the war room!

 

Development Diary (Term 2 Week 8)

Introduction

This week we have just been doing a few bits to tidy up upon within our 3D rooms as well as creating and finding sounds for our room, creating concept arts and making more marketing posters for our game.

 

Jays session:

Within Jays session I used new tools to make my room really look like it has depth and features within it. I did this by adding a secular map to give some on the items that gave some of the floor a shine as a way to show dampness within the bunker, as well as this i gave it a normal map to give the textures more of a pop when light is shined upon the textures.

Adding the secular map within Unreal engine came as a task in itself, as well as linking them in I also had to make minor tweaks to  the texture within the engine because without doing this the textures looked way too shinny and the looked too much like liquid rather then popping out at the viewer.

 

Adams session:

Within Adams session we was given the task of recording our sounds and scripts that will be put within our bunkers, as well as this we was given the time to complete our asset lists and gather the sounds for the room itself. We haven’t edited the scrips yet as we are going to be doing that next week as well as putting them into the engine.

One major problem that I met was not having an authentic sounding recording in terms of acting and professionalism, the way that I could help stop this issue from happening again I could rehearse my script beforehand so I know how I should act and what my lines are going to be.

Another issue was the headphones not working. the way that I could resolve this issue for next time would to check that all of the equipment is working before it is put in use and before that we start recording.

Stuarts session:

Within Stuarts session I was set the task of creating a poster for the game that we are currently doing I have done one already and I am currently working on for either a game poster or another poster like the first image that I created.

Age of napoleon poster

I decided after this to create another poster that has a more sinister look to it giving the game a fear kind of factor going into the whole idea of the game rather than giving it a more calming arcade look like the first image that I created.

 

Kats session: Within Kats session we carried on with the concept drawings but this week instead of using perspectives and black scale we had to create a scenario within our bunkers that showed something dangerous happening, whether this being a fire, viral out break, a battle either finished or in progress, etc.

As well as this instead of having it all in grey, white or black scale we had to use a little colour to it to interpenetrate the feeling that there is indeed danger happening in the drawing.

Development diary (Term 2 Week 7)

 

Introduction

This week was thurtherly developed our designs within our individual rooms this includes the development and the creation of our rooms, the recreation of a valid and crisper recorded audio play back, Asset lists, creating concept art for the rooms and campaign advertisement.

 

What we did

Jays sessions: – Within jays sessions we was given the task of creating the environmental space for where the character is going to be walking around, which included its textures and the exact perpetrates of the room. The first thing in which I did was to gather within my group to discuss what type of materials were going to be on, the floor, ceiling and the walls so that there will be some similarity throughout the whole bunker.

We all decided to go with concrete flooring, old brick/ chiseled stone walls and congregated ceiling, which made it much easier to find the correct textures for the room that I am creating.

These are the textures that I found:

 

Adams sessions: – within Adams sessions we was discussing what builds that world within a gaming environment, we came up with several answers, some of which are: voice (Public address, audio logs), Location (Ambiance), Ambiance (Artillery, Frequency, Mix, Technology?), Music (Authenticity) and Authenticity(Music, Ambiance).

We created a asset list that showed all of the items that we would have within our rooms and what was going to make those sound. This was really good because it gave us the chance to identify what is within our rooms and what is going to be creating those sounds, weather it being a creek of a floorboard or a flicker of a light we had to identify how this sounds what given off and how we was going to create this sounds.

As well as this we was asked to recreate our audio logs that we created before, this could have been done either by creating a completely new audio log or by adding/improving on our old audio logs. I however decided to change the audio log in forms of texts but keep the same base line as the earlier form. I have changed the design and wording of my script to make it sound like its from that time era as well as the wording that I used.(Add image of script here).

 

Untitled-1

The reason why I have chosen to change the audio log for a new one was because the first on that I did wasn’t very rehearsed or dubbed very well which would have taken out some of the authentication for the audio log being played.

There was a problem with the recording. the problem was that I was too loud and it was distorting the audio track and making it hard to understand what was being said. The way that I could resolve this is by either turning down the levels of the device or stepping a little thither away from the mic.

 

Cats sessions: – Within Cats session we was given the task of creating drawings of concept art that was of our rooms were going to look like from an obscure angle which meant we couldn’t have straight on drawings of our rooms (only is we couldn’t do other angels) because that would too easy. At first I found it difficult to start drawing anything because I was having a slight issue on the perspective because to me they didn’t look right or I couldn’t work out how it would turn out if I did it or not.

In the end I finally found an idea that fit and I went with it and by the end of the final lesson I managed to complete the concept drawing of my room and I am planning on doing a few more to get a wider variety of what my room is going to look like when it is completed.

The first image is in a time of panic, where some of the other residents of the bunker or a bandit from out side of the bunker has held the general up at gun point. I didn’t however complete this drawing because of the time scale that I had to complete this as well as the resources needed to completed I didn’t have.

The second image is off of a soldier that is running through a smoke filled room as a desperate dash to safety after checking that the other residents are out of the bunker and some supplies are taken too. This image reflects the panic and desperation of what the residents are going through at the time of this incident.

The final images isn’t an image of panic, it is an image of elegance that is off of a perspective drawing of one of the assets that are in the room, it tells a story on what quality that the objects are within that time of crisis.

 

Stuarts sessions: – Within Stuarts sessions we was given the task of creating advertisement for our game and in this case we had to create a Facebook advertisement banner that had to promote our game ‘The Age of Napoleon!’. It was a little tricky at first to gather ideas from our group to create different types of advertisement and assigning each team member to their individual types of advertisement.

I got the game cover or game poster advertisement that I have to work on within the following week, to get inspiration I looked at some games that had some relation to war so I looked at games like Call of duty, CSgo, Battlefield, etc to get some sort of heads up on what makes a good game poster advertisement and what works well.

 

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