As you know we have handed in our level at DMU but we still have a few things to do for the official submission. Amber advised the group not to work on the level any more because it was at a finished state; if we were too add anything else it might change the feel of the level. There is along list of things needed for the British Library and Game City hand in first being a logo for our group; Amber asked Braden to design this for us and he got to work straight away, coming up with this:
Initial logo design
We loved this however we felt it would get lost on the video and documents so Braden kindly came up with another 2 designs:
2 more logo designs
We adore these and decided to choose this one for our final logo:
Final logo
We also have to send them a presentation showing a quick overview of how we made the game.Amber did all of this and wrote notes on each slide to tell the judges exactly what happened. Here is a screenshot of the slides; It had to be 5-10 slides long:
Presentation
It starts of with an introduction to research, concepts, level design, planning, Alice, Modelling and Texturing, Engine, User Interface and Final Level.
We also needed a group photo which is a problem considering that some people have gone home; so Amber made a quick image, hopefully Denzil can find the one he took at the start of the project.
Group photo
Amber also packaged the level into a game! and even sent it to a friend to play test it and it works fine EXCEPT from her lovely destructible logs. They flicker when broken, yay! This has been looked into by the people that make Unreal Engine and have fixed this in their newest version. So I just have to wait till 4.8.0 comes out and upgrade the level; fingers crossed this doesn't break anything else in the level, if it does we will just have to submit flickering logs.
Screenshot of broken logs
We are also graded on our file structure in the competition so I have organised the files to exactly how the want them, as shown here:
File organisation
Denzil has been busy working on these group blogs as we were a bit behind and Amber has been helping co-write them and adding pictures.
Finally we also needed a new video with specific logos and timings.
Here is the finished video; with fancy editing and a new matinee made by Amber:
That's everything so far hopefully we will have a fully submittable level soon after its been tested out in 4.8.0.
This was the final week of our ‘Off the Map’ projects before
our DMU hand-in deadline on Friday. Although, the majority of the weeks work was
completed, meaning that we were confident for the submission; although there was still a lot of little things to be completed. Therefore, the pressure was on as time was ticking.
To the fortune of the team Freddy had completed most of her texturing
by this point. As a result, she spent what time she could, overseeing the rest
of the team members and offering advice when necessary. This kept the team morale
high and we are very grateful for it. Likewise, Amber also took an overseeing role, updating the
to-do lists to make sure the team was on track for hand-in. She polished a number of issues that arose in the level. Specifically
with the destructible logs. As there were issues with the log mesh, this
included; ‘uncapped breaks’ and weird collisions. To resolve the issue she made
the log meshes separate and applied hidden collision meshes to the logs. Furthermore,
she applied rag-doll physics to the logs and surrounding twigs to avoid them
generation their own collision meshes. As a result, when ‘large’ Alice damages
the logs they will break and Alice will fall down. She successfully completed this task and in-turn was able
to learn a great deal about Engine physics.
Afterwards, Amber worked with Braden to implement various
cameras in our level. This included cameras that zoom-in on specific areas and others
that track on the player. Of course, there are still a tweaks needed for
improvement, but the dynamic cameras work well throughout the level, when in gameplay.
Similarly, Amber and Braden perfected the lighting in the
level, their hard work paid off as the level looks spectacular.
This week Luke endeavoured to complete all of his texturing
for the assets that he created. This included the texturing of the Chandelier,
Victorian globe, fireplace, toy boat, grandfather clock and top hats.
As time was running out he had to pass on some assets to be textured
by other members of the time. Nonetheless, Luke did an excellent job of texturing
his assets for the level. Following this, Luke even got the ‘Falling leaf’ particle
effect to work in engine. This resolved our frame rate issue and also meant the
leaves de-spawn where appropriate.
For Dan this week proved to be the most if not one of the
most challenging weeks of the project. As seen last week, Dan was able to get a
test Alice working in the level. However, this week Dan pushed to get a
complete and polished Alice to be imported in the level. We are very grateful
for Dan’s endeavours.
At first, Dan used ‘Mixamo’, an online rigging website.
Mixamo rigs characters quicker and more efficiently than Dan might have and as
limited time was a reoccurring thought on everyone’s mind, Using Mixamo was a ‘no-brainer’.
Unfortunately, there were a few errors with Alice’s dress
when using Mixamo. To combat the problem, Dan resolved to detaching the dress,
rigging the body and re-attaching the dress.
Following this, Dan became incredibly fascinated ‘NVidia’s PhysX’
system, which uses ‘Apex Clothing’ modifiers to create a realistic cloth simulation
for Alice’s dress.
The dress was impressive, displaying true and believable
qualities of a worn dress in motion, especially with a weighted quality to it.
Unfortunately however, errors arose with the dress physics when we imported
Alice in to the level. Alice was hovering in the air and most importantly when
running she seemed to have, what we call ‘spoon hands’.
This was very unfortunate as the physics looked great,
however the deadline was looming over the horizon, and this there was no time
to lament. To resolve the issue, Dan had to go back to the drawing g boards and
think of a method around the issue.
He got Alice to work by re-scaling the model and by rigging
the dress manually. Of course, it is a shame that the physics did not work,
nonetheless, Dan was able to get Alice looking great in our level.
We now have a polished and fantastic Alice for our game.
Alice looks innocent and adorable. Dan you have done the team a great service; here's the final Alice model:
Final Alice model
Denzil was another who endeavoured to produce the best
outcome for the team. As he had finished his tasks for the team, he made
himself useful but helping the team as much as possible. He began by unwrapping
and texturing the mining shovel asset.
Afterwards, Denzil took it upon himself to create a water
caustics effect for the pond area. This was a ‘Light function’ in unreal Engine
and to create this, Denzil took considerable inspiration from the ‘Effects cave’
level created by Epic Games. The effect
created a believable factor to the water. Whilst adding to the whimsical element
of our level. To his dismay, Denzil was not able to get the transparent
water working in the level. Whenever we imported the material in the level it
would appear invisible. Therefore to resolve the issue, Denzil worked with Freddy to
fix the problem. They were able to alter the colours and reduce the wave
displacement of the ocean-water and as a result they created this believable
pond-like water. With the help of Freddy’s lotus flowers and the dynamic
lighting and reflections, the pond area is specular and exceeds expectations. The
whimsical element of our level is clearly demonstrated in this region of the
project. Great work guys!
When this was completed Denzil created matinee animation for
the white rabbit and dragonfly. By this time the level was mostly completed,
thus Denzil was able to have fun creating whacky and puppet-like animation for
these assets.
When everyone’s work was complete, Amber ran a few checks
with a play through and then built the lighting for the level. This was the ‘crème
de la crème’ for our level.
Finally, our level was finally complete and we submitted the
project early. The game looks incredible and exceeds our expectations. In more ways
than one, every team member was able to learn and improve in a variety of
skills. Here is the final screenshots of the level:
We are ecstatic with the final result and hope to when the
competitions. However, regardless of the competition result we cannot have been
more grateful to work with each other. We are all proud to be ‘Off our Rockers’. Here's the final play though of the level:
This
week has been an incredibly productive week, especially as it is the penultimate
week before the DMU deadline for our Off
the Map project.
Dan
has been working well this week, endeavouring to get Alice, polished and ready
for the hand-in. This week Dan worked on re-topology the Alice mesh. This is the
process of getting the high poly information ‘down rezzed’ in order to become game
worthy. This is because very high poly assets in engine, may cause drops in
frame rate and unnecessary crashes. Throughout the process, Dan used 3D coat,
in order to complete this task. Of course, the process of re-topologizing is an
arduous task, however this is only as he needed to focus to get it just right.
Final character topology
When
the process was complete, we had a game-ready Alice model. She was 17,000
triangles and had 3 texture sheets for her body, hair and clothing. Using 3D
coat made the process of unwrapping easier for Dan. Granted, he still had to
make a few tweaks in 3ds Max, nonetheless the majority of the work was already
complete. Following this process, Dan then baked the high poly information onto
the low poly mesh, using the X normal software.
He
ran into an issue, as the fingers were so small in comparison to the rest of
the body it caused some clipping issues when baking. Yet, after reducing the
cage size, Dan was able to resolve the issue. The textures were originally 4k
sized, however they were scaled down to be fit for game. Now we have a real and
believable Alice model, who looks adorable. We all thank Dan has done an excellent job, thank you very much!
Braden
has also been busy this week. Even though he had complted all the tasks asked
of him by the team i.e. texturing assets and UI work, this week he devoted
himself to populating the level with assets and helping others with texturing.
He
endeavoured to get the level polished by placing assets where appropriate. In
addition he was able to improve the lighting in our level and get a ‘zoom-in’
camera mode working, in the level.
Afterwards
Braden textured Luke’s frog and dragonfly. We feel that Braden did a fantastic
job with these textures. The textures for these assets adhere to the style of
our level, whilst the moistness of the frog’s skin gives it that touch or realism.
All of which look whimsical, when placed in the level.
Luke
decided to devote this week and next to completing his texturing and engine
effects. The ‘spawn’ in his falling leaf particle effect wasn't working and it
certainly needed a look into.
Over
the Easter break, Luke worked hard to get the falling movement looking better. Since the level
update to unreal engine 4.7, Luke has been able to import his particle effect into
the level and they look fantastic! With the help of the timetables, Luke is now
clear of what he hast to complete between now and the final hand in. He is
working hard and we are proud of his progress.
Amber
and Freddy worked hard together to complete the textures. With the materials imported
we are really getting the level to come together. More importantly, with their
hard work, we are now beginning to see the level resemble the original concept
very well.
Even
when Amber was working with Freddy, she was able to work with Braden to polish
our level as much as possible.
This
week was a productive week for Denzil as he endeavoured to finish all his work,
starting with the Cheshire cat that he had been working on before the Easter
break. After polishing this mesh he sent it off to Freddy to be textured.
Once
this was completed, he moved onto working on the dancing mushroom that was yet
to be completed for the level. Fir this, Denzil took inspiration from toadstools,
referring to them as often as he could.
It
was an enjoyable experience top create the mushroom as he had as much creative freedom
as possible. He sculpted the dancing mushroom and when this was created top his
liking, he began to polypaint the mesh. He enjoyed the process however he needs
to work on his polypainting skills in Zbrush as some areas of the dancing mushroom
look slightly patchy.
When
this process was completed, he received feedback from Freddy. He made the
necessary alterations and when he got the approval from the team, he baked the
mushroom textures using X-normal. Voila! We now have a beautiful mushroom.
Following
on, Denzil unwrapped and textured the mine cart; completing all the tasks that
were requested of him for the team.
He
played around in engine afterwards and was able to create this fantastic water
caustics effect, taking inspiration from the ‘Elements cave’ level by Epic games.
Now
Denzil is helping the team in any way that he can, this includes texturing assets
for the deadline.
So
there you have it, our week, quite productive eh! We should be comfortable for
the DMU deadline However, we have one week left, so it’s all hands on deck.
Nevertheless, by the way things are going, we know that the level will look
spectacular when it is complete. Can’t wait!
This week was back to work for the team on the ‘Off the map
Project’. It had been a long extended Easter break for our team, due to the
other assignments given to us. Nonetheless, the team was ready and eager to get back
on track with the wondering lands of Alice.
To start the week we had to present our Off the Map progress
to the lecturers. For the most part we were given positive feedback from the
teachers.
They like the quirky and original style to our level,
furthermore they loved Braden’s user interface.
However, among many things, they mentioned a number of
issues that we need to resolve and/or improve for the final deadline.
Namely, they wanted Alice to be put in the level. This was
to assess whether Alice’s design worked well in the level or whether we were
successful with the combination of different colour schemes and atmosphere’s
throughout the level.
Our lecturer Stash, wanted us to focus on the strongest elements
in our work and maintain a coherent theme throughout the level. This is as
there are various sections in our level with their own colour scheme. It would
be a simple mistake to make the level feel inconsistent.
However, getting the character just right is a very arduous
process, once of which requires a lot of time.
Nevertheless, Dan was able to get a sample Alice unwrapped, re-topologized
and rigged, that could be used for a test run of our level.
After importing Alice into our level, we were able to
identify that the cream dress didn’t work well in some parts of the level.
Similarly, we were able to see that some lighting and texturing incompletions,
detracted from the level design cohesion. We will continue to correct the errors,
however for the most part we are happy that Alice works will throughout the level.
Aside from fixing the lighting and completing some of the
textures for the assets, another comment that the lectures made during the
presentation was to improve the leaf pile in our level.
Due to the bizarre but quirky design for our level, we
wanted the leaf pile to resemble the appearance of a cat; a ‘Cat-pile’.
However, the lecturers commented, how it looked less like a life pile and more
like a cat, which detracts from its purpose in the grand scheme of the level.
Original leaf pile
In response, Braden scrapped the old pile. Since, he had
been working on it for so long he commented how it was hard to see its
displacement in the level. Successfully however Braden was able to make a new
leaf pile, which looks great!
New leaf pile
The pile has a slightly high triangle count than the previous
version, nonetheless, it shows great improvement from the teacher’s comments. What
is more, the leaf pile has a fantastic design.
Following this, Braden got to work on the User Interface.
Unfortunately, he was not able to get the ‘restart’ and ‘restart to checkpoint’
buttons working. To resolve the issue he shortened the menu, nice thinking.
This week Luke worked hard to get the falling leaf particle
effect to work. He has done a great job of the particle effect. Of course, it
was by no means an easy task. Nonetheless, he has created an excellent and
believable falling leaf effect. Moreover, when falling the leaves may change
direction or even flip over.
Freddy continued to work on her texturing and she is working
well. Like Denzil however, she was preoccupied with the reflective essay and so
progress has been slightly halted. After the feedback Amber put together an action plan of what we have to do within the next 2 weeks to get everything done.
Amber received an email from Game city listing the
requirements for the final hand-in deadline. They are as follows:
Documentation
5 – 10 page presentation
document/PowerPoint.
This should introduce your project to the judges and provide an overview of
your project and process.
A longer document, either via
blog or pdf format, covering your workflow throughout the course of the
project.
Data
Please use the following folder
structure:
Top Folder
(TeamName_ProjectName)
/Documents
– Project Document PPT
– Project Document Detailed –
Team Picture
– Project Logo
Game Executable (windows / OSX
executable file/ installer)
Videos – 1 – 2 minutes long.
First 3 – 5 seconds should contain the following information:
– Team Name & Project Name
– British Library logo
– GameCity logo
– Final 3 – 5 seconds should
also contain the information above
To finish the week, Amber upgraded our unreal engine level
from 4.6 to 4.7. This was to get all of the particle effects in to our level. She
has done a fantastic job and here are a few renders of the results:
Here's a quick look at the level so far:
So there you have it, our week; quite eventful as you can
see. Nevertheless we are still on track and look forward to polishing the level
next week.