Friday, 3 May 2013

Creating a Texture

When creating the texture for the environment I worked a bit different to how I would normal make textures.  instead of just creating a texture In Photoshop and applying it to the model. The way I created texture for this  environment was by printing the finished Photoshop texture and cutting it out make sure i leave room around the side it create flaps. i then folded the printed texture in to the shape of the model. this create fold and paper marks. I when scan in the texture. this gave my digital texture a printed look with added folds. I then would remap the texture to my 3D model. This progress also some time influence me when model by making me change my model to look more like the paper version i created.



UDK materials

In UDK the environmental come more alive with animated material, this give the environment greater impact, a lot more than u can get from the screenshot. Creating the materiel which were animation, involved alot of trail and error. after create alot of these materiel i find then now more easier to understand and create.

below is the basic step by step progress of one of my materials. (car with light on and flashing warning lights.)
This was the hardness materiel to create because it has 3 different lights, main front lights (yellow) rear lights (red) and warning lights (orange).


Screen of materiel, when warning lights are on

Screenshot the whole material, The emissive channel is used to create the 3 different lights 

I used the Lerp node to achieve a masked effect on the texture i can control where the light show.

Warning light material section, i used the Lerp with the masked warning light areas plugged into the alpha channel. The A channel had a Constance of 0 so it didn't effect the texture. The B channel has a multiply node which splits the warning lights flash timing and the colour of the lights.

This is the main and rear light section of the material. the first Lerp nodes A channel is connected to a Add which is then connected to two more Lerp nodes. This configuration help me achieve the look i was after.  

Car versions

As mentioned is the last post, I went through different stages with some of the 3D model which looked more 1950s style but less like paper. below is a screenshot of these examples.


Environment Final

below are screenshot of my final environment.It was created in UDK. All the 3D assets were create using 3Ds MAX and the texture were created using Photoshop. I am very happy with my environment and feel it fits my theme of paper very well. The environment is of a american suburbs, The Era for the environment is 1950s, hints of the era are only very subtle, for example the car colours. attempts to make the environment more 1950s style by adding more detail, for example to the car to give them more of a 1950s flare, took them away from the paper look and as the paper look was more important I simplified them.








Thursday, 28 February 2013

Idea 2 test in UDK

This make sure the ideas concept ideas was possible, I try to create it in UDK. Below are the screenshots of this level. The method I use to create the effect was not vible on a large scale do maybe able to be used with ideas 1 as a small sections.

Ideas 1 test in UDK

This is a UDK test for my first ideas. I used the standard UDK assets and used hinges, to create the physic reactive ramps. The ramps are also affected by the vehicle gun, so I could possible add shoot points to my level.


Level Design Review

This blog post was created to explain, what went well and what did for my final level.

What went well

Cameras - I feel the camera I created worked well, the added sound and light indicated to the player clearly. Also the use of green and red light to let the player know wether the camera is active or disabled.

What didn't well

Sneak system - The sneaking system does not work smoothly. the mechanic has a on/off approch creating no real emmersion or sense of painic. The meachanic was drastic from the stadard UDK options and i could not achieve an effective result under the time. if i was to do the assignment again I would have worked with what UDK has to offer first before trying to under go a mayjor mechanic like a sneak stystem.   

Paint System - I wanted to create a meachanic where the player paint colour when they walk. I managed to create a basic material on the lamp post model which changes green when the player apporch it. The look of the paint model mechanic was not the final look i was after, the piant should bleed onto the mesh and only affect the mesh the player is near. instead the material fades to green and affects all the lamp models. it is possible to have the material indivial effect the mesh, but that would mean creating a material instance for each model and because it was not the look i was after i didnt want to waste time create lots of material instances. I have left the bad paint system in the level so it s playble, but have not advertised it in my level design document.


What I would do if I had more time

Create an alterate route. I would create alternate route. this route could be a undergroud sewer or another building to explore. when players are given the option of choice I think its greate level design.

Add a extra driving section after opening the gate. by adding a end drive section to the player would add a sense of reward to the player after just opening the gate.

Wednesday, 27 February 2013

Level Design: Stage 7

Top Down Map

Below are the final version of map top down map. I created a different image for each floor.

Ground Floor
First Floor 

Second floor 

Roof Tops


Sunday, 24 February 2013

Level Design: Stage 8

Focal Points

To help the player navigate the level and make the level visually pleasing a large town will be place in the main objectives direction so the player can Focus on it as the player the main goal as well and as a point of reference. The level will also use the light the guide the player encouraging them to go down sertan paths.
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Level Design: Stage 6

Objectives and Obstacles

The main object for the level will be for the player to get there vehicle past a large check point gate, to progress to another area of the city. To open the gate the player will have to navigate there way around the gate on foot to open it from another side. so they are drive the vehicle through it.

The level will sevrval objective and obstacles for the player. The main obstacles for the player will be other enemies. Because the game will be stealth forced the player will not have a weapon and instead will have to avoid enemies and detection. As well as another enemies the player will have to avoid camera.  If the player is spotted a camera the enemies in the level will be alerted the to player presents and location. as well as these to obstacles there will be small obstacles like finding items to create a path for the player, like create a bridge between to points.

Level Design: Stage 5

Story

The level will be set in a lager city, which is control and monitor strongly by the government. The city has a communism feel, it will be split up into areas. with gates and checkpoint between them. The black and white look of the level at the start will have communism feel, the player will wash colour into the environment.

Level Design: Stage 4

Photo Reference.


Location reference
The environment will based in a large city with tall buildings, closely packed together. 
















lighting and style reference
Pen and colour wash look. The player walk through the environment adding colour.

Inspirational reference

Below is a link to a website with a video called sketch city. The video was create using paper. A city block is create in paper. The style and look of the video, is the style I would like a replicate.
http://obscureobjectfilms.com/?p=931

Level Design Stage 3

Location and Environment setting.

For this stage I will decide what the setting will be for my level. The first two initial ideas I have are:

Idea 1: Because my theme is paper, I was thinking I could create a level where you are a small character in a oversize room like a bedroom or library and the character moves alone a book shelve. knocking over book and climbing on other shelves. The level would be midday. the disadvantage is the game play is limited to the environment constraights and logic.


Idea 2: The second ideas was to have a fantasy paper world, where anything is possible, This would make anything porsible. But is a bit of the cheat by having a fantasy. The level would be in the day time.

Idea 3: Isometric paper city or third person. the player will be free to explore a small city, the player will climb the buildings using ramps and collect pick ups. small level size with height for the player to climb.

Idea 4: Maze game, use the physic from idea 1. The level would be from an isometric camera view.

Idea 5: stealth game, set in a city. the game would be in a first person perspective so it would be more emmersive and paper element would come from the look of the level rather than from game play. the world could start in a black and white pen line art look and as the player progresses the level wash with colour.


Update: This stage in the level design process is the hard part for me, I'm findings it very hard to incorporate the paper theme in to the level. I don't know if I should make the theme fit as a visual look or to add a game play mechanic to do with paper. all my ideas seam weak.

Update: I have decided to choose ideas 5. I like stealth game and will enjoy trying to create one in UDK.

Level Design Stage 2

Purpose and Features

The purpose for this level will be to improve my knownage of UDK and getting a greater understanding of the level design process. The purpose of the level will also for me create a enjoyable level and with  great game play and flow. rather than considering and art as a main focus I will focus on game play  I will also try to make the game play and player objective flow natural, without having to lead the players hand or take control of the camera to highlight the next object or task.

Level Design Stage 1

Ideas

The first stage of level design is to come up with ideas/concept for the level, i want to create. I know the  level will be paper theme or styled. but besides from that, The level can include what every I want. I can choose the type of camera views, whether to include puzzles, platform elements, enemies or not. Below are some ideas I came up with that maybe possible to recreate in UDK, under the time given for this project. 


Ideas 1

The first ideas I had was to design a level with physic puzzles. The level would be broken up with puzzle then platforming. this pattern would be repeated.

Update1: After some initial investigation I found that the UDK player character can not interact with physic object as standard. the UDK character would have to be given a physic asset or and custom character would have to be imported. this is a problem as I do not have time to fix this issues.

Update2: The physic puzzle ideas would work if the player is in a vehicle. I could possibly create a level where the player is a vehicle.

Ideas 2

The second ideas I have was to have the environment create under the player. Possible have a folding paper effect, paper would fold out in front of the player.

Update1: After some initial investigation I found that it would be possible, by link a mesh to a matinee animation and adding a trigger in front of the player to trigger the animation in front of the player. the disadvantage of this that I have to Manuel link at the mesh foor with a new trigger and matinee, this takes up alot of time and not vaible

Ideas 3

create a stealth forced level design, where the player will have to sneak past enemies and camera and avoid detection. the objective of the level could be a retrieve an items from a enemies base or to escape the base from with in.  

Sunday, 27 January 2013

Inital Ideas

For my 4th assignment I was asked to create a playable level in UDK, Which last about 3-5 mins. The level will be built using UDK assets so I don't need to package the level when I hand it in. To help me come up with some initial idea to get me started, I created a mind map with lots of basic ideas that could be used in a level.