Thursday 17 December 2009

Designing a Design Document

The latest task was to create a Design Document with a group of students in the form of level layouts, written design documents, storyboards and construct a suitable and compelling storyline for the theme set by the lecturer.

This part of the process is enjoyable as this is where the ideas start getting created. The first week was just allowing everyone to come up with ideas they wanted to see that fit the design brief. Then once everyone had a huge list of ideas, we would sit down and discuss which of these would be possible to implement into the final product.

For this task, the role of design lead role for the project was naturally given to me as the team needed to be grounded on just how many ideas they could have in the final project. During this process everyone on the team wanted to do so many of the ideas that they came up with that it would of been impossible to create them within the short time period given for this project. The way this became solved was a simple check list of, 'Does this help the brief?'. Since the team was designing a game based on certain requirements, the ideas had to fit these criteria. Though the idea may have been good, it would be cut if it didn't answer this simple question with a 'Yes'.

Once the team was comfortable with the overall layout of the events the game will have the team would decide on what areas of the design document they would help flesh out before the team would got into the creation stage. However this is when the problems then started to appear for the group as meeting would be planned for certain lessons and students wouldn't appear for them due to illness or being late. This did cause a big problem as the team was split into different members that turned up designing the game and those that didn't doing the same thing. Trying to create a design document this way didn't help the process at all. Since changes were being made on a daily basis nobody seemed to know just what the game was going to look like in terms of story, design, gameplay, scripting, etc as each person seemed to have a different game they were designing.

Once the team finally got a meeting together, that is when the problems seemed to get themselves sorted out. Some ideas were cut in order to make sure everyone understood how the game should be created. It then a case of making sure we explained this process of how to create this game into the design document. Everyone had their own contribution to the document and it looks like the team has a clear vision on how to create this game come the New Year.

Thursday 19 November 2009

Reflection on Space Hanger Attack

We were given a group take to create a trailer to help market a game set in a Sci-Fi setting with one of the levels being set in a Space Hanger of a Space Ship. This is the end product:



Below is reflection of the whole process of designing this trailer.

Concept Stage

Once given the task of creating a trailer to market a space game with the setting of a Space Hanger, we sat down and made a detailed plan of how the project should be split up in the time schedule given.

Time Table
• Diagrams: 1st Draft
o Oct 31st - Nov 2nd Done on Monday

• Diagrams: 2nd Draft
o Nov 2nd - Nov 6th Done on Friday

• Basic Geometry
o Nov 6th - Nov 9th Done on Monday

• Add Detail, Static Meshes, etc
o Nov 9th – Nov 13th Done on Friday

• Add Scripts, Animation, etc
o Nov 13th – Nov 15th Done on Sunday

• Add Camera Work
o Nov 15th - Nov 17th Done on Tuesday

• Finish Work and Refine
o Nov 18th Wednesday

• Hand in Work
o Nov 19th Thursday

We planned a long period to get a good plan for the diagrams. This was to make sure we had a level we were comfortable with. Rough sketches of areas we wanted such as the Space Hanger and the Bridge were made and then refined using Microsoft Visio. What isn’t noted in the time table was that the Story boards were also created during this period of production. During the week of November 2nd – 6th, it was may take to create the cinematic camera angles that were going to take place in our trailer. Since we planned to have a story element I also had to come up with a script to create a story that will capturepeoples interest. The creation of these scenes was much easier to imagine. This is because we could tell a story using simple animations within UnrealED to create the scenes to great effect. To go with this story element was an action scene at the end of the trailer. These scenes were more difficult to create because the simple animations would reduce the quality of the product. This problem was solved to waiting until we got to the Scripting section of development (Novemeber 13th – 15th) to see what realistically we could create as an action scene.

Once the diagrams, storyboards and script were created, we set out to create the basic geometry of the levels we were going to use during our trailer. It was at this stage we encountered we would need smaller rooms to use for effects throughout the trailer. Example of these can be seen with the shot of Earth.



This shot of Earth is just an image on a wall we used in a small room within out level of UnrealEd. During the design process we never took into account that we would need to create the small rooms to create these kinds of effects. Lucky for use these rooms were rather smaller and quick to make, so it didn’t take out much of time we organised to create our level.

Once happy with the overall geometry over the levels, it was time to add details and textures to them. Realistically if we were making this in a game company, we would have had a Game Artists design the overall look to the levels and try and create the themes and atmosphere we wanted to convey in the story. However since we didn’t have the time or the artistic talents available we looked at how Epic created their space themed levels within Unreal Tournament 2004 for inspiration.

Scripting

The next stage of the production was adding the scripting to the level. This would help create our scene and have our bots animated to help produce the scenes we created during the storyboard stage. During this stage we encountered a great deal of problems and changes had to be made in order to get our product out in time. The changes that had to be made because of time constraints were:

• Voice Acting was replaced with Subtitles only
• Projector of the Robot Captain in the Bridge Scene was replaced with a textured image.
• General character was cut from the story and his scenes were replaced with the Captain.

With the limitations of the animations available within UnrealEd meant that some to the scenes had to be tweaked and changed to compensate. Though there were changes that cut quite a lot out, there were aloes additions made.



Originally we had the idea that Robots would invade the space hanger in these fighter type ships we found in the Models within UnrealEd. However with looking more into the models available, we found a model of a big Battle Cruiser. Once we found this model we thought that we had to take advantage of it somehow and changed the scene to have this Battle Cruiser board the ship and have the robots come out of there instead. This also helped solve the problem of adding more robots to the scene. With the small fighters, there can only be a set limit of how many could come out of them realistically. With the Battle Cruiser we could have however many we wanted for the scene. Another addition to the level was the Malcom Animation. During our research on Animations and level designs Epic used in their own levels, we found a scene where Malcom does an acrobatic move to take out some enemies. We felt that we could try an implement this action scene into our own scene and use Malcom as our Hero character that the player would want to play as during this game.

Overall

After showing the trailer to the class, the feedback was more positive that expected. The problems that were noted I think were noted ourselves due to time constrains and quick changes that were made due to the software limitations on our overall vision. In the end though, the work seemed to match the goals we tried to set and the reception to it was good.

Wednesday 21 October 2009

Basic Matinee Sequence

The Task

I was required to produce a custom made UT2004 playable level. The level had to have a museum theme to it while making it as interesting as possible within the 2:30 minute time limit given. This level then be demonstrated to the University class. The purpose of this task was so that we, the students, could lean and understand how to make Videos within UnrealEd using these techniques:

Scene Manager Actors Interpolation points Actions
Linear & Bezier paths Sub Actions Look At Actor
Cut Scenes Simple Triggers


This is the video of the Level and Camera work I created:



What was Learnt

Looking back at the task, I was able to learn the techniques on how to make videos within the UnrealEd and have a basic understanding on how to use the tools. To begin with I had trouble understanding how to just add simple actions such and “Actions” and “Interpolation points” because every time I did, UnrealEd would crash. Even now I never knew why this would be the case, but I solved the problem by just taking a day or two away from the task and get my mind off my frustrations with this problem. I then studied the Matinee chapter in the “Mastering Unreal Technology: The Art of Level Design” book. The book gave clear instructions on how to implement the techniques above, and made the hard work placing the cameras in an interesting way.

The first rooms I tried making camera techniques with, Forest and Ice, I think the camera work is very basic. I think it’s under stable though considering these were the first time I was getting the matinee tools working and didn’t want to risk trying new camera angles/techniques out in fear of it not working and crashing UnrealEd. That said I think they look fine, the forest room in particular. I think with the Ice level I could have made better use of the camera angles. The first shot seems to move too fast and there is too much focus on the ice sculpture compared to the forest room where the shots were more evenly spread out.

The other rooms, War and Desert, I gained a bit more confidents with the tool set and felt I could put more camera skills a bit more here. This is made clear with the War room as there are more interesting shots being used here. Close up of the vehicles and more snappy angles were made here. I also used Bezier paths in these rooms too. The only problem I had with all of these movies I created were the transitions from each shot. When adding the Sub Actions to help create the Cut Scenes, they need a short delay before changing to the next shot, otherwise UnrealEd would crash. So if I were to go back and edit the level today, this would be the main problem I would like to change to the movies.