When we first came together as a collective we conducted several tests exporting our maya assets and importing them into the unity game engine. We found difficulty however in doing so, some of the assets we had created appeared transparent when imported from maya to unity. So we had to search through are assets and find A, which ones were essential to the visual aspects of our game and B, which assets would actually translate from maya to unity.
GDD Joint Outcomes - An animated secondary character within the level - A third person controller - A game level coherent with the aesthetic of our existing level design
Tuesday, 26 March 2013
Unity: Whats Good Whats Not?
When we first came together as a collective we conducted several tests exporting our maya assets and importing them into the unity game engine. We found difficulty however in doing so, some of the assets we had created appeared transparent when imported from maya to unity. So we had to search through are assets and find A, which ones were essential to the visual aspects of our game and B, which assets would actually translate from maya to unity.
Monday, 25 March 2013
Research/Reference Images
I wanted to develop the game level as much as possible so I began to conduct research, developing a mood board helped to narrow down on the design. I also focused my research on different reference images. I found a lot of visual support from a variety of different medias, in particular; Borderlands 1&2, Book of Eli and Valkyria Chronicles.
I found the openings in the buildings interesting and feel its definitely something I will experiment with.
A screenshot from the playstation 2 game 'Valkayrie Chronicles'. A close depiction to what I had in mind for our level design. The crumbling remains of an ancient civilisation engulfed by sand and uneven terrain.
The two previous screenshots are from playstation 3 game 'Borderlands 2', I feel are character design shares many relations too Borderlands characters. So I had a look at the aesthetic of there level designs. If i have the time I would like to develop the textures to resemble those of 'Borderlands 2'
Playstation 2 'Valkayrie Chronicles' I found the surrounding dust clouds inspiring and will look to incorporate a particle effect to our own level, if I know how....
Simple yet affective, the use of several duplicated rocks rescaled and slightly tweaked from one another to generate this look. Something I'll dabble into.
I was attracted to the shape of the ruins but not only that, the scale is an important aspect to the ruins.
Friday, 22 March 2013
Introduction
Are first plan of action was to develop a general plan of what game we wanted to create and as a result what personal outcomes as well. We elected on creating a third person shooting tutorial level with Anthony S character as the protagonist. The player will have to shot target boards as they pop up and out of different locations, before the targets time out and drop back down.
We developed a showreal to present are work to groups of coders from the different class. This was almost like an interview to get an understanding of what both parties wanted from our art and their scripts. We had a good reception from several groups and we recorded their details and small notes to remind us of who they were and what they wanted from their personal out comes.
Once we decided on the group we wanted to collaborate with (Danius). Everyone within the group was appointed a designated role he had to accomplish in order to develop a practical game. I was appointed the role of level designer. This includes mapping out the level the using unity, modelling assets for the level with maya and then finally importing all the created assets from maya into unity.
We developed a showreal to present are work to groups of coders from the different class. This was almost like an interview to get an understanding of what both parties wanted from our art and their scripts. We had a good reception from several groups and we recorded their details and small notes to remind us of who they were and what they wanted from their personal out comes.
Once we decided on the group we wanted to collaborate with (Danius). Everyone within the group was appointed a designated role he had to accomplish in order to develop a practical game. I was appointed the role of level designer. This includes mapping out the level the using unity, modelling assets for the level with maya and then finally importing all the created assets from maya into unity.
Thursday, 21 March 2013
Keyframed Character Idle
Here is the idle animation for the NPC character that will be imported into the scene, for the time being, this animation still needs more inbetweens.
Depending on the projects progression, I might continue in creating inbetweens for this character, or even use another, but again that is just a possible route to take.
Initial referencing
To begin with I made a video reference of the idle (using myself) just to make the creation of the idle a fluid process.
However, I did find that due to the length of the initial video the idle would end up looking rather stiff, so I broke down the video so as to make the character movement look more natural.
Using stills converted from the video reference I began animating TJ's character,
Introduction
For the creation of the game level, my role within the team was to create an idle animation for TJ's game character. Due to my role being focused mainly on character animation, I found working through it rather simple. As with most game levels, there won't be a large amount of focus on NPC's and their movements, however it does add to the entire scene - so my aim was to create a 60 second clip.
Troll Animation pt. 3
The reloading animation was the most challenging of the three assigned.
As the Troll was holding both revolvers in its hands I had to come up with an
idea that made the gamer assume that the guns were being reloaded in one
motion. As it was a pair of revolvers that the Troll was using, I animated the
barrels flip outwards as he quickly brought his hands to his waist and gave the
impression of some sort of reloading motion before bringing back up his arms
and re-flipping the barrels into the guns. Just like “the draw” animation,
synchronisation was key because the gamer would want the reloading motion to be
as fast as possible but not so fast as to loose its detail.
Troll Animation pt. 2
The gunshots for each arm weren’t that difficult. The main area that I
tried to emphasise on was the recoil caused each time the Troll fired its guns.
Movement in the elbow and shoulder joints were imperative in gaining the
desired look, therefore they were the areas I put the most effort into. In
regards to each arms animation, I tried my best to synchronise the movements
with one another to avoid any suspicious errors but at the same time not mimic
the two animations exactly identically.
Troll Animation pt. 1
Working alongside the sketches I had done, I started animating the
Trolls first motion, (the Draw). As the model had the trolls revolver holsters
on its back the animation would have to be it reaching behind in order to draw
it guns. As a group we had also discussed on changing the camera angle within
Unity to an over the shoulder shot once the Troll drew his guns, the gamer than
controlled the aim and shoot through an eye level view. With the draw animation
I tried to keep it as fluent as possible, which came through animating with the
Troll already holding his guns. This way I could specifically concentrate on
how his hands and arms would naturally move. Danius (coding group leader)
assured me that he could make certain objects disappear while working in Unity
so having the guns attached to the hands was easily amendable.
Troll Animation Prep
As the project developed the group decided on switching from first
person camera view to a third person shooter. This way the gamer would see all
of the characters movements from moving in all directions to aiming and
shooting his twin revolvers. This being the case it involved far more animation
time and therefore we split some of the animations between two people and
worked are way from there.
I took on the responsibility of animating the trolls gun draw, shooting
both guns and reloading both guns. As the Troll was not my own model, it
required me taking the time to get use to the mesh and all the individual joints
that it had applied to its features (guns, sword, brackets ect).
I find that having reference images always helps when animating and
therefore I drew out rough movement sketches to help give me an idea of the
sort of motions the Troll would use.
Target Development
The next step was to test how my outcome would work within the games
engine, so I exported the target from Maya as a FBX and brought it into Unity.
As an FBX file the target should have taken all the animations along with the
model however I encountered my first setback were Unity didn’t read the shatter
effect that I worked so hard to create in Maya.
To resolve this problem I was to revert back to Maya and rebuild a new
board, without any N Dynamic animations this time. To build the new board I
mimicked the shape of the previous version however this time I used the cut
face tool to split the board into however many pieces I thought seemed
appropriate (these being the amount of times the board will beak apart each
time it is shot at). With this model now imported into Unity as a separate
object to the rest of the target, I could monitor its animation using physics
within Unity to create a similar shatter effect, which was how I resolved the
shatter effect problem.
First Target
Without wasting any time I got cracking on strait away starting with a design.
Once I had confirmed on the look I was going for, I started to create
the mesh in Maya bearing in mind the animations that I would have to apply to
it later. When I was happy with the outcome of the model I had built I combined
the relevant pieces together and gave the base a joint so I would be able to
easily tilt the target board up and down as if it was running on a pivot. When
it came to animating the shatter effect that would be caused each time the
player shot the board, I wasn’t quite sure on how to go about getting the
desired look. I than researched the idea online and found a Maya N Dynamics tutorial
(http://www.youtube.com/watch?v=9vUmUReuPTU), which I followed to produce the flow I wanted which I think, worked
quite well.
Introduction
After meeting our coding group leader (Danius) and discussing what he’s
specific area of talent was, we than proceeded to show him the Team Outlaws
game designs (characters and scenes). With the distinctive look that our assets
had, it did not take long before deciding what sort of game we would like to
create. Following a brief discussion we had all agreed on creating a first
person beta testing shooter, keeping in mind the workload we had, and the Unity
side coding capabilities.
We than proceeded to delegate our individual job roles with each other,
were I took on the responsibility of building and animating the target range
boards that the player will be shooting at in the game.
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