Kane Dainton - BA
Game Art Design 3rd Year - FMP – Project Brief
Brief:
For my Final Major Project, I am to design and create an
explorable, playable environment, part photo realistic, the rest painted. The
environment will be a challenge to improve and showcase skills with organic
assets and objects (assets) you see in the real world but also a large variety
of made up realistic objects and a few special detailed assets (weapons, large
equipment). Also, because it will a playable environment, I would like to
display simple dynamic elements to give life to the organic assets and an
atmosphere so you can tell what time of day it is, if this place gives off
certain moods, lights in different places and so on.
My final decision:
So I am going for, is a small closed in swampy forest that
will have a single path leading to the main area. The main area will open up a
bit into a current time, modern custom style built home with references to
sourcing its own energy and being made from materials in the surrounding area,
hence the swampy forest in the beginning. With this one simple idea, it sets up
a wide range of possible assets and dynamic elements I could make to fill this
environment and give it some interest. I can use and find loads of reference for
these in high street shops, new build houses along the outskirts of town and at
local parks.
This house will hold the large variety of ornamental assets
I hope to make, have preferably large glass windows or walls and good lighting
to set the scene and open out a good view of the surrounding area you travel
through to get here. The variety of assets is to show how many different types
of materials and effects I can pull off such as specular, bump, reflections and
so on which I need to work on personally. The environment is mostly outside so
a skydome is needed.
Optional:
Extra work I could do would be sounds to add the environment
that changes where you go. Alongside the initial dynamic elements I want to go
for, if I have spare time, I could possibly carry on extending and have
interactive assets, since it’s playable but these are just extra and not a
definite depending on my state of work at certain timeframes. The environment
as whole is what matters.
Software to be used: (what I am most comfortable
with)
3ds Max 2013
UDK Editor
Crazybump
Photoshop
UDK Editor
Crazybump
Photoshop
LOD:
Equivalent to a PS3 or Xbox 360 game. No specific tri limit
but assets should not be made too dense. The special or hero assets will
contain more detail but as a whole, the environment should try to stay even on
tris and 1024x1024 textures. If I create an opening in the closed off area that
displays an environment in the distance, the LOD will be significantly reduced
depending on distance.
Outcome:
1.
5-10 beauty screenshots of the environment
displaying different perspectives and as much as possible into each shot.
A video flythrough of the level from beginning
to end, around 30 seconds long.
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