Halfway.
A sobering, if not quite frightening a notion.
So where are we? Simply put it feels like the bulk of the concept and design
work is out of the way, the industrial retro-90’s sci-fi aesthetic language is
now fairly formed in my mind and is beginning to be fleshed out in the assets I
am creating. As, the dedicated reader I’m sure you are, you will have been seen
develop over the past ten weeks. But let’s take a step back and let’s look at
what it was I set myself to do for the FMP and see where I stand against it. The brief I submitted to the course
team states that I’ll be creating a sci-fi environment featuring two rooms and adjoining corridors which will be submitted as an interactive .exe alongside supporting documentation, imagery and film.
Am I on track for that? I think so… he says
oh so confidently, I mean I don’t feel behind in any sense, inso far I’ve been
pretty flexible with my timeframe and getting stuff done and in my mind, yeah, I
can get everything I need done it’s the quality of that submission up in the
air and I'm struggling to judge how long assets need vs how much time I can give them.
So far though, as I said, I think it’s going
ok. There were some initial wobbles over the first few weeks that are well
documented on here but as I’ve cultivated the foundation and direction of the
project I found my feet with it. Concepting was always a major worry for me
going in to this, perhaps the biggest, as I’ve always been comfortable using it
as a problem solving tool for very specific problems, what does this asset look
like or a basic paint over of an established environment whereas starting from
scratch is completely out of my comfort zone. However by breaking down the design
challenges I had to smaller and smaller chunks it became much easier to deal
with. And playing to my strengths really helped to, using a lot of 3D to block
out shapes and iterations early on helped me a lot to get a sense of presence
from the designs I was working on. Whilst concepting there’s also been a
constant worry of straying too close to existing franchises and while I want
emulate what made the sets of Alien or
Star Wars so effective and believable
I don’t simply want to recreate them and that’s a fine balancing act although
one I feel I’ve mostly achieved up to this point. I think key to that has been referencing
almost exclusively real objects, cargo planes, the ISS, oil rigs, to inform the
design language and decisions I’ve made. This has helped to create, what I hope
are, unique designs as well as give the illusion of functionality.
An important factor through the design development
process has been keeping in mind the thematic context that I want to create as
well as the functional and technical contexts. I’ve touched on this before back
at the beginning of February but in short it means designing assets, mood or
lighting to push the theme of a film say or a game level. Something I’ve tried
to lace through the level is a unsettling feeling, a sense of dread or being near death that’s
perhaps most visible in the coffin design of the corridor but I’ve used that
same notion in the design of the holo-table, inspired by surgical tables, a lot
of early designs were very much inspired by aeroplanes, the claustrophobic
nature of the space are all elements that can create a lot of fear in people.
My hope has always been that people can pick up on this subconsciously and
project their own insecurities or phobias of those elements into the level and
the assets that populate it.
Most of those assets have been fleshed out
pretty solidly by now with their design locked in but as I’m writing there’s a
couple minor ones that remain to be completed. My aim has been to get the level
to a “playable” state, so while it’s incredibly rough my hope is that someone
could play it and get a “full” experience without my guidance or interference. From
here it’s mostly gonna be refining those assets to a final level, i.e. the
bread and butter trinity of modelling, unwrapping and texturing. I want to do
things fast and efficiently so I’m creating models and materials with
modularity in mind which will speed up the process of asset creation and any iteration
required. I’m hoping to avoid anything high poly rather stick to an average
normal pipeline and use the geometry to drive the model’s normal rather than
unique normal maps. Of course the hero assets will probably deviate from that
notion a little but for the most part I think I can stick to what I said and
still produce quality assets for Unreal.
Unreal has been an interesting software to
play around in over the past term and I feel I’ve made some great progress with
it since sorta starting with it in September. I’m making my own particle
systems, however basic, I’m emulating and beginning to create my own
blueprints, however primitive, and I’ve gotten my head around the lighting
system in the engine. So in short it’s been really cool and actually pretty fun
to just play within it. Going forward while I feel I’ve got the lighting and
mood in a good position, especially in the corridors, there’s still a lot of
work and iteration needed with them. A big bit of feedback I’ve got is the
colour scheme and that it’s too saturated and once this was mentioned I can’t
unsee the cacophony of colours that inhabit the level. The intentions in the
right place but the execution needs a lot more work. Comparing it to Alien: Isolation, which I’m using as a technical benchmark, I feel I’m picking up on
the colour differences if not quite fully understanding them so I’m planning to
look more into them colour and lighting wise and push more to emulate the
palette and look that Creative Assembly pulled off with the game.
There
was a couple other things alongside the over saturation that were brought up
when I spoke to Mike yesterday, player direction, space uniqueness and variety among
them but something that could turn into something major if I follow through
with it. Mike felt that the current layout of the command module offered both a
constricted flow for the player and poor initial viewpoints for the player to
get a sense of the space. As we discussed the idea, and I lean towards agreeing
with him, we gravitated towards altering the space to an L shaped room rather
than the | it currently is. The L would also offer more exploration for the
player as they would have a little more breathing space to explore and break up
the A to B experience of the level, something I had hoped to avoid. So I would
like to do it but I’m conscious of the time so right now I’m probably gonna
leave it to the end if I have time but over the holidays I’m gonna knock out a
quick experiment to see what it would be like and get a better sense of what
needs to be done if I decide to do it.
At this point though I don’t to start adding
more jobs that need doing then I already have. I’m planning on using Easter as
a time to catch up on the elements I let slip under the radar during this term but
mostly to evaluate and plan for the coming one. It’s gonna be tight, stressful
and all the usual good stuff but the end is beginning to feel in sight, way more than
it did ten weeks ago. It’s encouraging to look back on the blog and see from
nothing the idea grow into the level as it is and even though I’m not a 100% convinced
it feels like it’s in a good spot at the moment but it would be a lie to hide
the fact I’m beginning to feel the anxiety over getting it finished build up.
It was all too easy to fall into partial complacency over the course of last term with final submission being near
five months away, now only a little over two. It feels a little hard to relax
going into Easter, to me the feeling is definitely one of the job being half done
and in that state of mind I'm struggling to switch off and drop the worries and anxieties this project brings with it.
Halfway, a sobering thought indeed.











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