Monday, 15 October 2012

Pitch Feedback

In general I thought my pitch session went quite well, though the overall feedback was that I am perhaps trying to do too much in my given time frame - Applying to both honours and extra projects like the Samsung Challenge and the Epic Games Competition. It was felt that I should choose to do only one of the two extra projects, however I am unsure which to choose, or even if I can still somehow find the time to manage all 3 at no cost to my honours project. I still feel these would be very useful to me, but I can understand how the time management may be an issue.

In terms of Honours my research and project ideas were fairly well received, however I believe there was a little confusion as to the exact nature of my creative project. This was probably partly due to getting nervous during presentations, but more so I feel Fraser and I should meet soon for a more in-depth discussion about what each of us is doing, and what we want our final outcome for the project to be. I think when I tried to describe the environment as mysterious, it came across more like i was wanting to make a puzzle game, which is not my aim.

I was told that I had done a good level of research so far, but that I should look to narrow my areas of focus further, and define my aims and objectives more clearly. While i agree with this, I got the impression Iain and Ryan thought my list of current and future research topics was a list of things I want to write about, rather than a list of areas I have been looking into in order to ascertain which areas to focus on. Again I feel this was maybe partly a miscommunication on my part, though a more minor one at least.

Ryan thought it would be good to focus more on Indie games like Dear Esther than the triple-A games I mentioned before about possibly looking at, as these will be more along the lines of what i can feasibly achieve. While this is true I think there is still a lot I can learn from the bigger games, perhaps I can do one of each.

They were concerned slightly by the number of skill gaps I said I wished to address, mainly the big ones such as learning to sculpt in mudbox, which i feel is fair enough, as it is a large undertaking.

In the end like I feared, I did not manage to get the god-rays media test to render out, but they were sympathetic to software issues and felt I was still in a good position in terms of my idea development. I still dont know what the problem with it is, and worry that i might just need to scrap this particular test and try it again in UDK instead. This is probably a more fitting choice anyway, as the final lighting will be done in the engine.

Friday, 12 October 2012

Presentation Ready!


Well the presentation is ready, and I'm pretty confident it will be ok, though im always nervous about having to stand up and talk in front of people. In the process of making it I did realise that theres still a fair amount i failed to talk about on here, concerning things such as areas of my research iv been exploring, identifying my skills gaps and what games/films etc I plan to study as lighting examples. So here is a quick overview of the parts of my presentation I feel should be documented here.

Identifying Skill Gaps
Lighting - This is the main one, being that I'm planning a project on lighting, yet I've never been very happy with the way iv tackled lighting in the past. But hopefully by putting a years efforts towards improving on it, I can come out the end of this year with much more skill in this area. My current understanding of lighting comes from my 2D traditional drawing background, and I'm sure with some practice I will be able to transfer this into my 3D work.

UDK - While I did get some practice in my 3rd year for Advanced Interaction, it was mainly only pipeline stuff, importing models and applying textures. All the lighting was default, so I need to get a better look at the lighting tools available to me. I have some inclination as to the quality of lighting I can expect, from looking at games created with UDK, which was part of the decision to use this engine.
Zbrush/Mudbox, Normal Maps - If I want to make a truly stunning environment, then high poly models  normal mapped onto lower poly version will probably be the way to go. Iv had limited experience with Mudbox, mainly just a bit of playing around to understand the tools and such, but I've never sat down and sculpted a finished piece yet. As for normal maps, I have done them in the past to some extent, but not for a while, so I feel I need to brush up on these, as well as others such as ambient occlusion and some that I have not tried like specular maps
Sky-Domes - The sky will play a crucial role in this project, at least for the beginning and end when the player is outside. Iv never created a sky dome, but i understand how its done. This is more a case of me trying out something new which I know I can accomplish.
Organic Modelling - This is another big one I want to address, which is making plants with the use of planes and alpha maps. Another area I understand the process behind, but just need to give a try. I think these will play a fairly big part in the project if we keep the environment looking old and run down, as well as for the beginning location outside the tower.
Self-Directed Study - As mentioned before, I've realised that I find it quite difficult to decide on a project when im given no direction but my own, as well as build up the motivation to create it. My success at the end of this year will be determined by my ability to push myself to do work rather than being told what to do.

Research
This is a list of the areas of research I have been undertaking so far, in order to get a better idea of where i want to narrow my focus even further:
- Lighting in Horror (technically research undertaken last year, but it should prove useful this year for at least a selection of the emotions and atmospheres I want to create)
- Colour Theory and Lighting Theory
- Gestalt Principles, Visual Perception Psychology
- History of Architectural Styles
- Using light to create moods
- Environmental Storytelling
- How light and shadow can be used to influence player actions

I plan to go into these in more depth in later posts, as I dont want this one to be too big. I also have a list of future areas of research which will also be discussed later.

- Cinematography
- Stage/Set Lighting
- Lighting in Games
- Industry Magazine/Articles
- Colour symbolism and associations

Ideas for media to possibly study
Games - Dishonored, Half-Life 2, Skyrim, War of the Roses, Dear Esther
Films - Barry Lyndon, Sin City, How to Train Your Dragon.

I choose all of these because I consider them to have effective lighting set-ups and wish to examine them more critically in order to understand how to emulate them in my own project. 

I also mention at the end of my presentation that I plan to enter the Samsung Student Developer Challenge and the Epic Games competition. I think doing these projects will help me to build the work momentum i need to immerse myself in the honours project, as well as help give me valuable modelling practice and address most of the skill gaps mentioned above.





Wednesday, 10 October 2012

Project Changes

Well, my project idea has undergone quite a bit of change since my last post. I am now in the process of working out the logistics of doing a group project with Fraser, a GDPM (Game Design Production Management) student I have worked with previously. We both met up with Robin separately to discuss our project, and he gave us the go ahead, and seems quite keen to see what we can accomplish.

My plan is to still focus on environmental lighting, and Robin gave me a few ideas of things to research and test out (to be posted up here very soon hopefully). One of these I have already begun to examine is the film Barry Lyndon by Stanley Kubrick, in which Kubrick's main goal was to achieve as realistic a lighting set-up as possible, quite often using only candlelight.

Our current idea for the project is an environment which will attempt to make the player feel a range of emotions as they progress up a tower seperated into rooms. Each emotion will be specific to the room, and created with a combination of Frasers research into architecture and mine on lighting. I threw together a new mood board since the previous ones were no longer relatable.  


We're thinking quite run down and abandoned, overgrown with plants. We want an air of mystery to it, so lots of shade, rather than dark shadows, in order to make the player explore further. As to a time period we're still undecided - The content would make it easy enough to simply keep it old, possibly medieval, but It could just as easily be set in the present/future, with some nice modern lighting effects next to traditional fire-light. Another aspect of the idea is more Fraser's design than my own, where he wants to use perspective tricks from the top of the tower to create a message that can only be seen by looking down at the start location, telling the player to jump. I really like the idea, and I'm pretty sure i can come up with some ways to use lighting to help this along. The idea is still in its early infancy, so there is a lot that me and Fraser need to discuss over the next few weeks to refine it into something good.

We're now into pitch week, so iv been preparing my presentation and working on some media tests in maya. Unfortunately my attempts to render god rays have been unsuccessful for some reason, I either end up with a black render image, or it fails to render entirely. Worst case scenario, I wont have a render to show for the presentation, but I do have a nice amount of progress I think for it to be a fairly minor issue.