This is a bit of a late upload, i started writing this entry
up on 13th of January 2013, but didn’t finish all of my research
work until later.
Having received no feedback from my learning agreement I
have managed to get myself behind in my work. I have gone ahead and looked back
at areas to improve on my work from last team.
BA4 re-work:
In my feedback for our game design of “Phenotype” the game
was criticised for departing too far from the source material, though I have
taken this in mind there is little I can do at this point, and as this has no
bearing on Ba5 I will not worry about it. However I will make more of a
conscious effort to stick closer to the criteria of the brief, and keep my
focus on creating and implementing assets for a game engine.
I was also told that the overly convoluted back story
detracted from the bits of the design that worked well. As such, I will steer
away from the unnecessary details of science fiction lore.
Overall, the biggest criticism was the lack of research,
this is an area that I can and intend to improve on for this project.
We were commended for our well-considered ideas surrounding game-play mechanics. I think this can transfer over to this project if I look
carefully at what the brief demands. With regard to carefully considered ideas
in the area of asset design and building, I think that I should take care when
I am creating concepts, that the designs that I create are practical when it
comes to inserting their 3d models into a game engine. I do not want to design
assets that will inevitably require high Polly models and complicated rigs.
That would not work when put in the game. It’s all about compromise between
aesthetically pleasing design, and practicality.
I also need to go back and re-examine the relationship between
my design research, the concept art, and the 3d models that we produced to illustrate
our ideas.
Game engine research:
In our game design document from last team the team stated
that we our game idea was theoretically designed to be developed for the next
generation of games consoles from Sony and Microsoft. We felt that this would
give our project more scope, and allow us to design a more expansive, varied,
and visually pleasing game, as it is theorised that the next generation
consoles (as has been the trend in recent years) will have higher processing,
and graphics power to support such games.
Given that the game I am working from is 3d, I will
obviously need a 3d game engine to import to.
I narrowed my choice down to CryEngine and UDK (Unreal Development Kit)
both of which provide a free SDK.
Given that my practical studio work for this project is
predominantly visual showcasing of my abilities. Aesthetic and visual fidelity
of the engine is an important factor to take into consideration. I have found
some samples of side by side comparisons of environments in UDK and CryEngine.
UDK tech trailer:
CryEngine tech trailer:
(Posted
March 31st, 2009 at 20:18 EDT)
These images show that both engines are obviously able produce
impressively detailed textured environments. Allot of the comparisons and
debates that I have found online focus on particle systems technology and character
animation. While these are important to consider when creating a fully working
game, they are less important to me as I will not be using these features, as
such I will focus more on asset rendering and texturing, and won’t let my
decision be swayed by factors that aren’t immediately relevant to this project.
Looking at more side by side comparisons (video this time)
gives me a better (and also none biased) comparison of how the same asset looks
respective to each engine.
It seems to me (by looking at this clip) that allot of the
impressive visuals in the cry engine are largely due to dramatic lighting effects
that can be used to stage the game word in the most flattering way. Looking at
comparative images of actual games produced in each engine continues to support
my finding. I also feel that much of the benefit that comes with CryEngine
comes with its ability to create and present realistic vegetation (organics) and
soft surface modelling. Due to the interior, setting of my game design, and the
industrial/clinical mix of design ethic I do not think I would be able to make
use of these features either, within the parameters of my own learning
agreement.
(A screenshot of “spec ops: the line”)
(Crysis 3 pre-release promotional screenshot)
Though my research has lead me to believe that my assets
would have a higher graphical fidelity in CryEngine (producing a more “realistic”
aesthetic), further discussion with my tutors about my own level of experience has
lead me towards using UDK to import and showcase my assets. Being told (by CryEngine
veteran Lothar Zhou) that as a beginner to the world of game engines, I would
most likely pick up UDK quicker faster, was a large influence on my decision to
choose that engine. I think that learning to use any game engine will be challenging
enough without having to battle against the engine itself
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