gameplay video goals an exterior and interior level focused on a consistant artstyle. a fully...

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Page 1: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,
Page 2: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Gameplay Video

Page 3: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Goals• An exterior and interior level focused on a consistant artstyle.

• A fully animated character • A theatrical experience through sound, light and in-game

triggers.

• An AI that hunts the player and reacts to its surroundings.

• A playable game prototype

Page 4: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Concept - Interior• Focus on a grand style

• Large rooms to make the player less likely to see everything

Page 5: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Concept - Exterior• Focus on atmosphere and a sense of place

Page 6: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Concept - Character

Deformed and asymetricalcharacter

Page 7: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Modeling – Interior• Focus on modular set pieces

• Lots of furniture needed to fill the house

Page 8: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Modeling – Exterior• Again a focus on modular piecesfor the house• Terrain, large scale

Page 9: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Modeling – Character• Animateable character – edgeflow

• Sculpting

Page 10: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

UV / Texturing• Works as usual for texture maps

• Shadowmaps was different

Page 11: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Rigging / Animation• Simple rig versus IK rig in game characters

• Key animations only

Page 12: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Gameplay• Started out with ”everything through programming”

• Ended up with alot more done with UDK Kismet scripting

Page 13: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Programming• Reusing existing code

• AI

Page 14: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Engine• UDK isn’t very user friendly – at least not at first.

• Odd problems when importing things.

• Had we used unity it would have been faster at the start – but gameplay would have been lacking.

Page 15: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

What went well• A functioning game• Both artists and the programmer learnt a lot about working

towards an engine and its limitations• Went through the whole pipeline for several objects;

modeling, uv/texturing, animation, rigging and so on.• Finished alot of props• Optimization• Scripting worked well once used to it

Page 16: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

What went wrong• Interior and exterior lacking in variation, even though

workrate was really high.• Hardly any game testing• Legacy code in the UDK engine that isn’t supported but still

exists• Not enough polish• AI is still simple• Hardly any effects implemented yet• Most of the game is inside the house, much more should have

been outside.• Project was a bit to ambitious for four people.

Page 17: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Conclusion• Gameplay is easily created in Kismet, even by a non

programmer.

• We should have used our resources more, forums, contacts etc.

• Planning tileable pieces out with shadowmaps in mind in an early stage is important.

• One additional programmer would have made a huge difference

• In short – we should have researched more on all ends.

Page 18: Gameplay Video Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound,

Thanks to