Friday, 27 May 2016

Monarch - FMP Post Mortem

   The idea for my Final Major Project was one that evolved over the course of the four years I have been a part of Game Art and its inception can be traced back to my very early days in first year. Science Fiction has always been a genre I have enjoyed greatly in cinema, books and games with franchises like Halo and Star Wars that are in no small part a reason for why I chose to do what I do. For my project I had to be what I felt to be a compelling vision for an industrial space station, a claustrophobic and oppressive space very much inspired by the sets and mood of Alien. I felt it offered an interesting outlet to exercise my technical abilities in environment creation from modelling to texturing and lighting, skills I have developed both on the course and at BMW. Alongside those I believed it would also prove the best play space in pushing my artistic knowledge, skills and decision making in areas such as colour, design and composition. For me what I wanted to achieve most out of the project was to see how capable I was to creatively direct a project from conception to final realisation.
 

   Initially going in to the project I felt I had a fairly objective estimate for what the project required and where my strengths and weakness would be. I believed with the strong direction I had alongside my experience at BMW that I was in a good position for much of the early planning for the project staying as small scale as possible and keeping close to the core of what I believed the project was. This mindset was only strengthened by my mistakes from the Style Matrix last term, most notably with my over ambitious rooftop project. While I had used Unreal on those environments the engine, and as an extension PBR, was still something I felt I remained a little inexperienced with going into the project and was of some minor concern to me. Though the area I thought would prove to be weakest on the project was concepting. Concepting while a discipline I have practiced in and outside of the course is still a skill I am relatively shaky with, on a small scale I feel content enough with my abilities but with what I was proposing for the project it would see me concept at a level I haven’t done before and in all honesty was rather uncomfortable with the notion of. However, I felt that it was important that while I play to my strengths as much as possible I still use the FMP as a platform to learn and push myself with. Following on from those the final risk I saw with the project was stretching myself too thin between designing, modelling, texturing, lighting, etc. and risk the quality of those individual aspects I was working on by stretching myself to thinly across all of them. At the time of planning I aimed to keep the project small to try and remains as capable as possible of reaching a high quality outcome for my FMP.
 
         


   On reflection there are two distinct elements, in my mind at least, that combined have caused one of the major issues during the project’s development that resulted in an inefficient workflow for asset creation. The first part of which was my inability to concept effectively as overall I feel I spent too long in pre-production but in that time still did not create the most informed concepts to model/texture from which then slowed production. There are some assets that I believe did receive adequate concepting with reference sheets and detail breakdowns and I think that comes across in the final designs as they’re much stronger than areas such as the sofa space which had a very rushed design period as well as in production speed. However I believe the underlying design and artistic fundamentals I exercised were strong, the colours, the form and the aesthetic I developed over the projects course emulate the Alien aesthetic whilst still remaining it’s own entity. It’s clear from people’s comments about assets or the mood that the claustrophobic and retro aesthetic I was aiming for is hitting home.  The issue in my mind was that I wasn’t able to consistently translate that into informed concepts for modelling and texturing and as a result whilst creating assets much of what I was focused on was still designing elements rather than how best to model or unwrap something as efficiently and modularly as I could which I really should have been doing.
 

   The above then played into the lack of a confident pipeline for much of the project, specifically regarding texturing, something that I mostly put down to my lack of experience with Quixel and Substance. In that sense those together left me in a position of feeling that I didn’t really knowing clearly what I was modelling and how I was approaching texturing which completely diminished my capability to plan assets effectively. As a result, most elements were created pretty ad-hoc, on the spot, without much consideration for how it would fit in the bigger picture. To begin with this made it difficult for me to plan efficient unwraps and texture re-usage amongst assets or where to use tile-able materials rather than authoring unique ones. Over the project’s later half once a pipeline was in place with Quixel and my asset library grew this became less of an issue. In the end I don’t feel this, for the most part, impacted the quality of the materials I was authoring but the lack of planning is clear in many of the texture sheets and unwraps where there could be more efficiency. This is something that I could go back and fix by baking existing materials to new unwraps however I have not had the time nor absolute need to do so for submission.
 
         


   Ultimately the inefficiency that these two elements created has resulted in what I feel to be large inconsistencies with the quality of assets within my environment. The command module floor and hologram are both two key assets, the latter part of a hero asset for the environment, that are both under developed to a point that hurts the level. Alongside those there are smaller assets and areas that require more polish to get them to a level I’d feel happier with them but as I said though the quality is inconsistent so while there are many aspects I feel are low quality there are just about as many pockets of high quality assets, be that models or textures or lighting set ups. The low level lighting and atmosphere in the corridors works pretty solidly. The level colour palette and red/blue interplay where they contrast in key areas such as at the command module entrance really comes through at the command module entrance. The thematic design influences of the coffin motif in the corridors to the surgical table influence of the holographic table are subtle elements in the design that help to further the thematic undertones of the environment. These are all elements that I feel work and, if I may so, work very well and I feel a lot of the artistic skills I wanted to exercise and display come to the fore with these. In an overall sense, the creative direction I took the project in I believe comes across confidently for the majority of the environment although let down by the technical execution which requires further polish.
 

   Management has also been a bit of a mixed bag as well over the project’s development. Being brutally honest I don’t think I met any of the original milestones I set at the start of the project rather I tried to be organic with how I approached my time. Before I’ve gotten so caught up in trying to keep to a timescale that for a lot of the time I struggle to project accurately and ultimately end up tripping over myself trying to meet naïve and unrealistic deadlines. Personally I’m much stronger at setting daily and weekly tasks and hitting and reacting to those in more a flexible approach and I wanted to explore this further with the project. I knew what it was I was delivering on at the end of the day so I didn’t want to get over preoccupied about hitting arbitrary milestones at certain points as long as work was getting done. That reads a little arrogantly and truth be told it probably was of me as looking back I do think that the lack of sticking to a solid long term plan such as I produced at the project’s start hurt the outcome as it became little more than a slow motion car crash in its final month as I rushed to get stuff finished. Moving forward from the project long term planning will be something that I address so in projects to come this isn’t something that will let me down again.
 
         


   To swing round to a more positive note, the FMP has proved a great space to grow more confident in Unreal in a way that I didn’t with the Style Matrix projects. After being introduced to Unreal last term I felt that after Christmas I tentatively hit the ground running with the engine and over the past twenty weeks I’ve had a lot of room to experiment and learn many of the it’s systems. From Blueprints, to Matinee, to Unreal’s particle systems I felt I had a great range of exploration over the course of the project which I found obviously useful but great fun too. Creating master materials that have been instanced throughout the range of textures and challenges I through the engine’s way to try and keep material costs low. The shader for the hologram, while I received help from Dom Mathuse, proved an interesting challenge in the creation of the camera projection system for the material. I’m also quite proud of the glass shader I authored as well, when it catches the light it looks somewhat convincing, in other areas it needs a little work but I felt it was a good foundation for further development. Of course the big set piece of the vista reveal is highly reliant on both Blueprints for the player input and Matinee for animating the multiple blind pieces that open. It’s a little rough in a number of places but it works overall.
 

   But in writing this essay mostly exploring what went wrong and where I erred I think I’ve begun to realise a very clear under current, I stretched myself to thin. Even in trying to keep small, trying to rein in my ambitions and avoid it as much as I could, it still got the better of me. There should have been more focus but looking at what I’ve produced it’s not clear where I would cut back, the corridors? The vista? When looking at what to cut like that it begs the question of whether there would be enough content left to warrant a real-time level. That might be a point though, perhaps I should have changed my approach from working on aiming to realise an interactive space and switch to creating more diorama-esque set pieces and focus on authoring a set of images instead. Writing that it definitely feels like it plays more to my strengths with my experience from BMW whilst also continuing to focus the project further still with a limited number of renders.
  

   Hindsight is 20/20 I guess but looking back to when I started the FMP what I wanted to achieve was to demonstrate my abilities in environment creation as well as push myself with my creative decision and direction to a high level of quality. In many ways the project was a test to see how capable I was at being able to produce my own vision within a near five-month period with almost complete creative freedom. The answer to that question, the outcome of the project, is in my eyes a mixed one. In one hand there are many elements that work well, in the design aesthetic, or the lighting, or the colour palette that I believe hold true to the creative vision and quality I was driving for. But there have been mistakes and issue with ineffective concepting, lack of a set pipeline for around half the project and failures in long term management that have hurt the quality of the final outcome I produced. Much of the technical aspects of the environment creation, the unwraps, materials and models are I feel overall pretty shoddy in their creation and there is a lot more polish necessary to get the environment to a level I feel is polished and consistent. Overall my thoughts are also very mixed with how successful the project has been, it has its highlights and it has its lows but I feel that the FMP begins to hit the quality I had envisioned when I started, many of the ideas and artistic direction are there and are strong but what has let it down is in the project’s technical execution.

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