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Month

May 2016

Week 6 FMP

Introduction 

I have created a prototype for the layout of my Planed that I am going to be creating, I have looked at different types of planes that are similar in size and design that my original idea is going to look like (two seats on either side instead of the three you have in more modern day planes have).

I am looking at the different shapes of the interiors of the planes to find out what they look like and the overall shape of the interior of the plane will be for both a three rowed plane and a two rowed planes and I will be looking at what they do different from each other and which one is going to be better for me to create over all.

ZA003a.jpgThe three rowed plane has four over hanging luggage doors that are above the passengers – this is to house all of the passenger’s luggage – there are two different sets of light that line both of the corridors un like the two rowed planes.

airplane_interior_000009221247

As for the two rowed planes there are not co many baggage areas because their isn’t enough space and there isn’t need for any more. This image shows what the inside of the luggage areas are going to look like on the inside as well as the door mechanism which could be implemented within a Matine of the door opening.

The amount of seats has also been halved because of the over all size of the plane.

 

Textures

I am going to be looking at the different textures that are used within various amount of games and how they use these textures to inflict the characters with fear and unsteadiness throughout the whole environment. As well as this I will be finding some textures that I could use for my won project as well as the over laying and decals that I will be using.

 

I have decided to look at the different types of textures that some of the luggage is going to have on the plane and looking at the various amount of textures that are going tho be used for my 3D models.

HorrorPack_Screenshot_05-1920x1080-20982627054f9ae8ee6e1ce2dea1c59fcde970f176

The first two images that I looked at was form a unreal engine horror rooms that both have a rather similar feeling to them that I really clear to see. The thing that I have noticed is that they bother have rather compelling textures that indicate that its a rather spooky as scary location, as well as this there is a huge amount of layering within both of the images.

The-Evil-Within-Review-Screen-1-1024x576

Also shown within this image taken from my evil within game there are a lot of textures that are over laying to increase the amount of gore and eerie effect that it is going to give to the player.

Reflection

I have found out that using multiple amount of layers of textures for a certain scene can increase the amount of spookiness and eeriness that is inflicted to the players. Making sure that their are textures that look as if they are used and not ones that look brand new because this is going to take away some of that scare because they look way too clean, so making sure that there are over laying textures of blood, rust, mold, decay, etc.

I could use this in my own work by layering up the textures that I will have within the plane, using multiple layers to get an eerie and put forward a more spooky and horror feeling to the environment. Applying all of the correct layers that they have been used within the games that I have looked at and using them as a reference for my own project.

 

What makes a horror game?

Unpredictability- Making a horror game unpredictable can increase the fear that is given to the players as they play the game, but not knowing what is going on within a game or not knowing when the next monster, jump scare or unexpected things is going to happen and scare the life out of you.

It isn’t seen as a bad thing for most games but for some games it can make the game rather boring rather quickly if something is predictable. For example: if FNAF (Five nights at Freddies) was predictable to the point where you knew what animatronic was going to be at any time then the game would become repetitive and boring to play.

A game that has used unpredictability is “Amnesia: The dark decent”where you do not know where the enemy is going to pop up next because they can turn up at any time or place they want without you knowing where they are coming from. This Is a good because it means that it is much more difficult to do the longer the game is , this is becasue the players will become more comfortable and become more in tune with the games mechanics.

In Amnesia, you grow to understand the enemies more and you figure out the most efficient ways to hide from them.

 

 

3D assets/Prototyping

Plane layout idea

I have looked at the different layouts of planes as well as the positioning of all of the assets that normal planes have (i.e. the different exits and placements of chairs). In doing this I can find out what the different layouts of different planes are going to be and what one out of the rest is going to be

Picture2

plane-3

As I found out with the two different floor plans there are some similarities and some differences with both the three rowed and two rowed planes. One of the main differences are that amount of accommodations their are on the planes:

  • The two rowed plane only has one toilet at the back of the plane and one cafe at the front of the plane
  • The three rowed plane has 8 toilets that are located throughout the plane in the from back and center of the plane, 5 cafes around the plane and two changing rooms that are located within the first class area.

Now the reason why there is such a different between these both is because of the amount of space and the length of the planes are completely different.

Reflection 

I have learnt the different shapes and layouts of two different models of planes as well as the placement of other accessories such as the cafe’s and the rest rooms. This is going to help me out a lot when I am creating my plane interior, by letting me see how my plane is going to be arranged, how many seats are going to be created and the other accessories of the plane.

 

Luggage carriers

 

AC and emergency buttons

I have looked at various different shapes and styles of planes that are going to help me in creating the plane that is going to be within my final major project. I decided to go for two rows of seats, two either side. This is because for this prototype I was wondering what it would looking like without the middle compartment as well as the other lights.

luggage ara

I have created only a few rows of seats as well as a few luggage over hangs to see what It is going to look like and see if there is anything I could add to this.

Lights – I have created a texture map for my lights to see how it is going to look when it is complete and within the engine

lights

 

Evaluation

So far within this week I have managed to create most of the over all shape of the interior of the plane by mapping out this shape is going to help me with the placement of the chairs, windows, buttons and measuring whether it reaches the correct height of the character. The texturing still has a little work to be done on it but this is a work on progress and more needs to be added to it because there needs to be m=normal and secular maps as well as decals.

As well as this I have found out a few things that make a horror game successful with it textures and lighting playing a really important scenario with the horror mood.

 

Bibliography:

Horror room 1:Jon Jones. “Horror Pack” Unreal engine. Alexander, May 20, 2015. Web. 17/05/16.

Horror room 2: Unreal. (N/A). Unreal engine. Available: https://www.pinterest.com/benarchi1/unreal-engine/. Last accessed 20/06/2016.

Evil within room: tuffgnarl. “VIDEO GAME REVIEW: THE EVIL WITHIN”tuffgnarl. tuffgnarl, N/A. Web. 12/05/16.

Textures: Keahler. (2015). Luggage materials. Available: http://www.worldtraveler.com/luggage-materials. Last accessed 20/06/2016.

First person positioning: MrFantasticGhost. (2015). Unreal Engine 4 Tutorial: Horror Game – Part 1 “True FPS Camera”. Available: https://www.youtube.com/watch?v=zkP37WOiuxs. Last accessed 20/06/2016.

SAVO. ” What Makes the Perfect Horror Game?” Talk amongst yourself. SAVO, 8/11/14 8:53pm. Web. 12/05/16.

Final production board

I have been asked to make sure that I do more extensive research on the project at hand, making sure that I look further into the future of the game types that I am going to be looking at creating instead of looking at what is happening now, but looking forward to what it will become in the future.

 

As well as this I going to have to make sure that I look at doing less for my final major project, making sure that I don’t set too much for myself.

 

Proposal: Unit 8 Proposal Template Document

Plane interior idea

What am I doing?

I am going to be creating the inside of a plane that can carry passengers like this one:

abandoned-747-SX-OAB-interior

The game is going to be a time based puzzle game where you have to find items that are spread throughout the plane and it will be different for both of the ideas by different items and/ or different placement of the items themselves.

Being able to look out of the window is going to be allowed where you can see the wings of the plane as well as a slight glimpse of the rotation earth below.

Jumbo jets can hold up from 747-400 passenger version can accommodate 416 passengers in a typical three-class layout, 524 passengers in a typical two-class layout, or 660 passengers in a high density one-class configuration. The newest version of the aircraft, the 747-8, is in production and received certification in 2011.
Features that I am going to have on the plane are going to be simple but not too simple, there are going to be arm rests as well as blue fabric on the seats that have a rather fuzzy look to them, as well as this I’m going to be including two TV’s in the front of the plane for the display of either a warming message or something sinister depending on the style and theme I will be going for.
Different materials and shapes of seats, as well as the placement and style of the plane is an open option as I am open to change if necessary.

 

Story

You are a passenger of a plane and have woke up in an alternative universe filled with horror and gore – this game will be rated either a 15+ or an 18 horror game – and you have to go through the plane alone as you try to get back to reality (opening the plane door) without being devoured by the monsters within.

Or

You are the only on e that is on the plane at the time that is in mid flight and a thunder storm picks up and it starts to cause the plane to stall and eventually crash, you have to work against time in this one, to obtain a parachute, and a way to pry the door open (there are going to be many different options in which you can survive and get off the plane safely. Is going to be more action based puzzle game not like the other one.

 

Inspiration

 

My inspiration for this idea was the movie ‘snakes on a plane’ where the people are trapped on the plane that is infested with killer snakes that are trying to eat everyone. That was a big inspiration to my plane horror idea by influencing a horror factor within the game.

A game that has inspired me to create this also was the silent hill games, which involves very dark and chilling times within the game. But it got me the idea of falling asleep and waking up in this strange and mysterious world that is filled within killer monsters in the shadows.

Guerin Raught – 3D artist of scilent hill – was the 3D artist who inspired me to create this horror type idea as well as the textures that I have though of and the sounds that I could use to give a more sinister feeling to the game.

 

Fabrics/ textures

 

I have decided not to have any chairs that are going to be within my plane, the reason being it is going to take up too many pollies and time to create and texture each individual cushion. I am going to create three different textures for the chairs but using the exact same base texture but adding a different tone and overlaying texture to the textures to give individuality throughout the whole of the plane rather then just having the same old texture for all of the chairs.

Middle of chair texture: https://www.textures.com/download/fabricplain0007/3119?q=cloth&filter=all?secure=login

Flooring: http://www.textures.com/download/fabricplain0059/3156?q=cloth&filter=all

Blood stain: http://www.textures.com/download/splatterfabric0029/95251?q=cloth&filter=all

http://www.textures.com/download/splatterfabric0024/95246?q=cloth&filter=all

 

Damage: http://www.textures.com/download/fabricplain0041/6910?q=cloth&filter=all

 

Bibliography

https://en.wikipedia.org/wiki/Boeing_747

 

 

Martial arts concept art

The project is to help with my drawing capabilities and being able to use those skills to produce a professionally looking poster or a game case of a companies game in the future.
The platform is going to be console.
The type of game is a beat em up fight game
The purpose of the game is so I can show what I can do in the terms of 3D concept art and concept art in general, to be able to express myself through my drawings as well as being able to increase my drawing capabilities. As well as this purpose of the game is to create a game that can give individuality by having characters of different personalities and hopefully that many people can relate to the characters that best suits them.

Game idea

A supreme order that controls that scours the universe travel throughout time and space to gather the strongest and most feared warriors throughout the universe, to have them arm in arms to arms combat for their own enjoyment. You can either play as one of the various inmates that have already been captured or create your very own character, to fight through the stages, become the best their ever was or take back what was yours and free everyone else.

It is a beat em up styled game where you can either go through fist fights, weapon fights (spears, staffs, bows, swords, etc).

 

Story

You are a one of the finest warriors throughout the universe who have been brought captive by the over watchers (Zirus) that have took you from your home planet and brought you to this brutal battle field where you must fight for your life in order to survive.

You can either take the side of the capital or take revenge on what they have done to you and so many before you.

 

 

Characters

Artaxias: Artaxias is slightly based off of the character form street fighter Ryu by not carrying a weapon and only using his hands and feet as his weapons, as well as this they have similar fighting styles but they are different in the delivery and appearance.

Gabreala: Gabreala is a magical based character who uses the elements of her surroundings as well as her inner power to conger up devastating magical spells that will make easy work of her foes.

 

Inspirations

A huge inspiration for this idea was Bruce Lee because of his knowledge of martial arts and the way that he could fluently move and make any move seem imperfect and so easy to do. Another person who has inspired me to do this idea was ‘Marco Nelor’ who was the concept artist for Mortal combat, his art style and colours are very well and contrasting and I just generally like the who design and style that he does.

Another person who has inspired me to do this idea is Adi granov who was the concept artist for the characters of marvel, his work is exstradanry and it has really inspired me to create work like his.

A game that Has Inspired me is Mortal Kombat and is series because it is a martial arts based game where you have to go into combat with other characters to win, which is a lot like martial arts torments but instead of winning a medal you get the satisfaction of killing the other character.

 

 

 

Methods of collecting research

Survey –I am going to create a survey that is going ask people what they would like within the game – Character ideas, implement move ideas, etc –  and what would be a good style and theme to the story. I hope to learn by creating this what my audience is going to like the game to be focused around, whether they are going to play  my game and what they would like the game to include as well as the genera of the game as well.

This is very important because it is going to help me with the design of the game finding out what my audience is going to be and what they would like to see with the game.

To gather this information I could either create an online survey by using survey monkey or by printing out a survey and gathering the information by hand.

 

I have found out that more people would play Street Fighter (6/10) then play Mortal Kombat (4/10) some of the reasons being:

Mortal combat has more gore

Street fighter is easier to play then Mortal kombat

 

Comparing existing games – I am going to look at a few different fighting games to get an incite of what the movement is going to be like within the game as well as art styles and was that they use detail.

I’m hoping to find out what other fighting games have in common and what they have that is different and how I can use this to create a mind map of what parts of the games are good and what makes them good and what makes them bad so I can make the perfect fighting game.

Differences and similarities

Mortal combat

  • Mortal kombat has a wider range of what the players and the character can use (i.e. the character has different mediums of weapons, guns and swords). Where as street fighter doesn’t have the amount of diversity of weapons.
  • Mortal Kombat has the use of the background which allows the player to make a game changer by using the background as well
  • Mortal Kombat is more special effects based where the characters can use things like teleportation and fire balls
  • Mortal kombat only has backwards and forward that the player can go and not around the player like they can do on street fighter.

Street fighter

  • Street fighter also uses the background to its advantage by implementing things like metal poles and garbage cans, daggers, etc.
  • Street fighter is a more game that is focused on using combos rather then using special moves like fire balls and lightening attacks.
  •  Street fighter has the capability of being able to have free range of the environment where you can go, up, down and around the opponent.

 

Talking to famous martial artists form different styles and research styles too

Talking to famous or regular martial artist from various different styles could help me in understanding what each style can offer within techniques, moves, power and skills so I can determine what moves are going to best suit each individual character.

I hope to learn the different moves and techniques that are used within the different kinds of martial arts and how the differ from the others (What makes them unique and special) This is important because its going to give me an incite of what the different types of fighting styles are and how I can implement them within my game.

 

I have found out that each of these martial arts they all take on a different approach to what they do and they way that they do it, for example: within  Judo it is more about directing the opponent off a stray making them confused and less likely to get injured. This would be helpful in learning what a submission based character that uses arm breaking and throw type moves.

Teakwondo is a mixture of redirecting the attacker and use power within swift motions to injury they enemy. This is going to be useful because it shows me how to get the most power out of using some of these kicks and how the body will move and deal with the amount of force within the hits, this will help with more of a punching and kicking type character.

Kendo is a sword based martial arts used with skill, speed and precision that takes a lot of time to perfect. This is going to be important with helping me find out what movement are used within sword movements, for a sword or staff wielding characters.

 

Talk to game designers and concept artists of inspirational games

Talking to game designers and concept artists is going to be a lot of help because I can ask them what type of things inspired them to make certain characters (Costumes, moves and initially their art style).

I hope to learn what type of inspiration and drawing styles that the concept artist use and what they think I should do with my own ideas. This is important because I would be getting first party information in how to create successful concept art.

 

Record moves done as reference

I am going to record a series of moves that are in different martial arts as well as in different styles of fighting, for example: using nunchucks, cane (staff), spear, sword, etc.

This is going to be help with finding out what the motions of each character is going to have to go under in order to do the moves and how I would be able to draw some of the moves or program them within the game. I hope to learn what ways the body moves to do some of the movements needed to be a successful fighter.

 

 

 

 

Research on ideas

Concept art

For my concept idea I have found out what is needed in order for me to create concept art to a professional standard and the different techniques that can be used for creating concept art as well as the tools needed to create it.

One of the more difficult drawing styles out of the lot is realism, drawing with realism is a difficult process indeed, it takes a lot of time to perfect and a lot of detail to complete a single piece if I was to choose this style for my final major project. Although this deos seem like a good idea it is sometimes extremely difficult to do Realism drawing this is because:

  • It is really hard if not impossible for our brains to pick up each individual frame of everyday life
  • It is impossible to draw reality – reality is always moving and it will take a lot of snapshots to create a scene.

 

I could adapt other pieces of artwork that has been done by someone else and change it to a drawing of my own by changing details, shapes and drawing styles that the original was draw with.

 

Photo realism 

 

Another approach to this would be photo Realism which is the same as the Realism drawing but in the sense that you would take a photograph of the item before creating the piece of art, rather that just drawing it as it is through your eye from the direct source.

This method would be much more efficient that the other one because you don’t have to rely on the weather needed to draw the image when you can simply take a picture of what you want to draw.

 

Imagination

I can simply just draw from imagination, which is what most game artists would have to do, this is because most if not all of the things within their games isn’t in the real world and has to be created through the power of imagination.

Although this would be the hardest out of the three i think it is going to mostly benefit me because the challenge that it holds as well as helping within my creativity and inspiration.

 

Lots of social mediums use concept art for their work, things ranging from film to games, TV series to comics. The two most popular types of concept art styles that are going around now are science fiction and Fantasy, so to corporate this within my own work I could try and add lighting flashes and special FX that will make it more science fiction or fantasy.

Resources

The items that I am going to need in order to complete this task is: a sketch pad, drawing tool (Pencil, Pen, Chalk, etc), A computer that can run the following program (Photoshop or GIMP), Drawing pad.

 

3D modeling

There are many different types of ways that I could approach the creation of my 3D model/s I could come up with an idea and create all of the assets from my own imagination and making it up as I go, I could create objects that are based off of other objects but I have adapted them to my own style and mood.

Or I could take the whole idea of what someone has created and make it identical to the original and just reference the original creator when I have completed it.

 

Resources

The items that I am going to need in order to complete this task is: a sketch pad, drawing tool (Pencil, Pen, Chalk, etc), A computer that can run the following program (Photoshop or GIMP) as well as 3Ds max/ Blizzard.

http://design.tutsplus.com/articles/realism-photorealism-and-style-in-drawing–cms-21630

 

 

 

What have I researched? How this helps?

My project is based around the time of the second world war, as well as just a little further ahead of the time period of 1938-1945 which is when WWII finished.

Around this time I have researched the initial size of the B-17 bombers, the different variations of the the same type of the plane but different models that have different over all shapes and I have found out that the biggest out of the three is B- 17f out of the three that were designed to fight in WWII.

 

 

http://acepilots.com/planes/main.html

Research task

 

Creative work review – This is important because it is going to be showing me what different companies have created and how they have created then in their own style that is different to one another and what is different within them. As well as this it is going to help me with the designs of the different planes and how they have evolved throughout the set time period that my final major project is based around.

I am hoping that I am going to learn while doing this is the different styles and planes that have been used for these games and how they have created it. I am going to find out this information from the internet as well as by purchasing the games myself and testing them out and being able to compare them myself.

This can be both primary and secondary research, this is because if I simply look at the internet without playing them for myself then this is secondary research, where as if I was to play the games myself and base it purely off of my experience then that would be primary research.

 

Servey – Creating a servey is very important when I am going to be looking at a specific time era and a time as well as a locations for which type of planes that I could create and what people think would best be for the design and make of plane/s.

I am hoping to learn what type of audience my game is going to attract and the type of content the players are going to want to see within my game and get their ideas on what should be included within the game.

To get this servey across I would either create a servey monkey or an online servey on a social media website: for example, facebook, Instagram. This would be primary research because I am conducting the servey myself and I am collecting the information myself.

 

 

Structures of planes – I am going to research the way that planes are made and how they are built, this will include the thickness of the planes metal. The plane idea that I have created is the b 17 bomber. I have found out that the bombers weren’t really designed for such a heavy war type area which is why their first mission was a victim to the loss of lots of crew and planes.

The B-17 was piloted by two crew members who were accompanied by one bombardier, one radio operator and 5 gunners within one B-17. The body of the aircraft was lined with up to 13 guns across the face of the aircraft, many of which were placed across the sides and back of the aircraft, to prevent any other plane from attacking them from behind them.

The wings of the air craft was fitted with two extremely powerful 1,200-horsepower Wright R-1820-97 engines that had to be rather big to be able to lift the aircraft up off of the floor.

300px-Wright_R-1820_Ghttps://en.wikipedia.org/wiki/Wright_R-1820

 

Noise was a big issue when you was around the aircraft because of the size and design of the plane caused it a great deal of stress which created this amount of sound.

 

The reason why I chose the B-17 bomber is because The B-17 Flying Fortress has become, for many reasons, an icon of American power and a symbol of its Air Force.

I have looked at the different types of textures that would be used upon my air craft throughout different situations of either being attacked, throughout time or simply just having a different shade of paint on them.

 

http://www.militaryfactory.com/aircraft/detail-page-2.asp?aircraft_id=79

http://www.boeing.com/history/products/b-17-flying-fortress.page

 

 

I have created a prototype within 3Ds max of a model of a plane. I have decided that creating the whole plane in one, it would it be easier if I start creating different parts of the plane (Propellers, engines, wings, etc) this is so I can work upon the individual segments of a plane in great details and see what they look like with different types of textures and different styles that are going to be used.

plannne

 

The reason why I am doing this is for a dog fighting type of game that is going to involve a action styled air craft game where you have to fight the opposing team its going to include variations of different planes which the player can choose from. The plane models themselves are going to have separate stages where they will become withered and damaged throughout the game.

Focus Groups

Focus group research

I have conducted focus group research with my peers discussing the three ideas that I have for my FMP and what I should do in order to make this able to be completed within the given time that I have.

I have chosen the plane exterior for my final major project, the reason why I have chosen this idea because it is one of the easiest of the ideas that I had out of the three that I had. As well as this within my focus group I got a lot of feed back on and my peers that is going to help me in making this idea possible, and they said it seems like the simplest out of the three that I could do.

Plane exterior – The texture map that will be for this would be too complex to to complete and hard to properly map and texture my 3D model.

With the windows I could add a blue or metallic tint to the windows so that it is impossible to see within the plane, which will take more time to create the interior as well as the exterior.

Instead of choosing a desired plane to look at and design straight away look at different variations and different models of planes, doing this is going to help me adapt my idea and use different designs of the planes shape.

To look at different metallic textures trying to experiment with the different styles and moods with the addition of textures, as well as this look at the metal that is used in the creation of the planes that I look at.

Conduct primary research by going up to London and go to the War museum to look at the planes designs and what they would have done within the war, as well as the textures and shapes of the planes. As well I could take pictures of the planes and/ or sketch them on my sketch pad as concept art for the project.

 

Relevant job roles

The job roles that are relevant to my FMP are 3D modeling because the initial idea is based on a 3D model and concept art, this is because of the sketches I will have to do as reference and ideas of my final design.

 

S- My strengths to do with this task are creating 3D models for the project, have had quite some experience with building 3D models and I think I can create this idea.

Drawing is another strength that is going to help me with creating the concept art for my FMP.

W-

O-

T-

 

Create an action plan

 

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