Wednesday, 27 January 2016

Slowly But Surely Getting My Head Round Things

    I think the biggest challenge for me so far on this project has definitely been getting my head around the scale of the project and how that affects my approach to asset creation and just generally running the show. Past experience has always been something of an orchestrated dash to the finish but with the time frame I have now it’s forcing me to re think my pipeline. My lack of experience with a solo project of this length has been under cutting my confidence with the FMP, the central theme of last week's post, it's like every morning getting in and looking at what needs to be done and it’s pretty much everything and I’ve initially struggled to break that down into more manageable chunks. 

   That's resulted in a lot of iteration as from what I initially thought my timescale and pipeline would be and I’m sure that will continue. I think the big issue has been how I've looked at the workload, by focusing too much on the project as a whole rather than breaking the project into, essentially, smaller internal projects. During the week I've reproduced my layout building it from modular kits and tile sets that, ideally, will be refined from their current rough boxes to final geometry. While this helps to inform me of the assets I need and how best to build the level they’ve helped to divide the environment into, in my mind, four major pockets. Those are namely, the Earth Pod, the Command Module, the Mining Facility and adjoining Corridors and as these calcifications have solidified in the back of my mind over the week it's become clear to me that by splitting those into almost mini projects I feel it’ll make creating the whole environment more manageable I also believe that by creating more structure and clearer deadlines to meet for each of the four sections I'll create a faster, work pace over the course of the next months. It's something I've felt lacking these past couple weeks and while I much prefer working on a larger project, at least the idea of it, I do miss the speed of production last term and that's something I want to tap into. Smaller, more frequent deadlines also fits a lot more snuggly with the supervisor review system and again I feel creates a very clear sense of what needs to be done and when that before I didn’t really have.


   This week has also seen me begin turning my attention towards concepting the various assets within the environment itself although a lot of my pre-conceived notions about how my approach to concept work during the project have been challenged. I'll put it bluntly, the early concept phase worried me most for the simple fact that I'm predominately a 3D guy and while I'm happy enough to concept to solve individual design problems I've next to no real experience concepting on the scale I have to now. Something that I was beginning to feel into the end of the first week and the beginning of the second was I painting for the sake of it rather than to solve design problems and in reality trying to create paintings in line with what you see in various art books. That's next to useless at this point. I timed out and mulled over when I felt my concept work was strongest and a lot of that focus turned to the recent Gateway project. Looking back to my approach with concepting then helped to highlight what works for me and what doesn't and it goes back to what I said before, that I'm strongest when I'm concepting a specific problem or asset and not so much the overall picture or atmosphere, at least not without a lot of leg work in 3D. Personally I feel a lot faster and more comfortable exploring designs in 3D, while it gets stuff in Engine faster and I also believe it helps me to keep my focus away from the details and stick to working on the overall forms and first read of the design. Having said that I have been doing a lot of rough sketching both in Photoshop and my book to help get my ideas on paper and outside of my head to support that process in 3D. 

      

   Finally as aforementioned I've been rebuilding and tweaking the level layout and alongside that I've been further exploring the player experience. I’ve gotten round to some basic storyboards and the major story beats have become more locked in. I've been playing around with blueprints as well so currently almost all of those beats are in level, animated, modelled etc. to some degree. Of course it's not the whole experience but enough of it exists in engine that I can visually demonstrate and walk people through it and that’s crucial to getting the first wave of feedback. Talking to Mike on Friday he brought up the lack of a big final climax to the level, as it stands my idea is to have the player end in the Earth Pod surrounded by the more human aspect of the station in contrast with the very heavy industrial aesthetic of the space. In that way I was aiming for a smaller, more personal ending rather then, as Mike was suggesting, something larger and more attention grabbing. Its food for thought, I mean I do agree with what he's saying in the way that there's a starting spectacle, building up through the vista reveal and then it sort of fizzles out into the Earth Pod. Definitely from a cinematic standpoint that holds true but part of me feels that what I was originally wanting, if executed well enough, read perfectly, with enough contrast to the rest of the level could be enough to create a memorable ending for the player. But yeah, like I said I'm mulling the ending over. At any rate you can see some of the in-game renders I've taken the other day so you can get a sense of how it's starting to shape up.

    

    

   I feel as this week has reached its end a lot of stuff has clicked in my mind about the upcoming months for the project and how I intend to tackle them. In that way the elusive confidence I was looking for last week has finally began to make an appearance. At any rate with my new approach to dealing with the four sections of the environment as smaller interior projects within the larger FMP has made the project more manageable in my eyes. Moving into next week I'll be shifting into a more production-like gear as I begin work on the creation of the corridor asset kit, while they’ll be  a lot more bread and butter modelling I’ll also bee tackling concepting more head on as the week progresses so it’ll be interesting to see how that goes. Right now I'm toying between a three or two week timeframe for them with the hope of fostering the faster pace of work I’ve discussed here. For this first of the four sections I think it'll be a lot about finding my pipeline that will then go on to inform how I go about the next three. Ideally faster and more efficiently. Keep in mind as well that there will be a number of materials and geometry I'll be able to carry over or repurpose to help make each section progress faster still. In that sense I feel I’m beginning to find myself in a better position but there’s still a lot of doubt in my mind and honest I am finding the project a little intimidating still, especially the solo aspect of it. I don’t know, I think I’m still waiting for something to click, I feel at the end of the day that’s what I’m really needing.  
 

No comments:

Post a Comment