Monday, 23 February 2009

Games Portfolio - Project Objectives


Here are five main objectives to accomplish by the end of the unit. Although being shallow, these objectives will give a basic overview of what was needed to be done for the unit and will be constantly referred to during production.

[1] Develop a unique game idea and pitch it in the form of a three minute Adobe Premiere video.

[2] Model several units using 3Ds Max and scale them to that of the existing Supreme Commander units found in the game files.

[3] Develop terrain for use in the official Supreme Commander map editor based around my initial idea.

[4] Produce two further videos, a five minute product showcase and a three minute developer insight into the production process.

[5] Log all project activity using an online Blog, posting weekly developer diary entries discussing what has been worked on that week, what has been learnt and how work has been produced.

Sunday, 22 February 2009

Games Portfolio - Journal (Week 2) - Planning Process

Project Journal - Week 2

Every week I will post up a journal entry concerning work completed for the 'Games Portfolio' unit. These journal entries will sum up progress made in the Supreme Commander tool set so far and what I plan on achieving the following week. These journals will help keep a record of what work was completed and when, as well as help to push the project along further, leading up to the final hand in on the 29th of May, 2009. All journals are separate to other posts uploaded in the week concerning the unit and will go towards my final mark at the end of the unit.

Project activity for the week of 16/02/09 (Week 2):
Ideas for the project pitch to be handed in on the 6th of March were brainstormed. Several ideas were thought about and realistic thinking as to what is possible to create in the Supreme Commander tool set was taken into consideration. A 'Pitch Ideas' post was uploaded to the blog discussing my final idea for the game and what it will involve.

During lesson time this week I spent the majority of the time getting to grips with the 'Adobe Premiere' and 'Adobe Photoshop' programs to aid the creation of my pitch video and mood boards. In lesson, I made a test trailer using already existing video footage from the Internet and a nature themed mood board using images from the Google search engine.

For next week, I plan to start the creation of my final pitch video and by the 29th of February have the production of the pitch well under way. A script must be written and voice acting recorded to go with my video, of which will consist of mood board images, design ideas, related images videos to help visualise my idea and royalty free sound located to play in the background.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Thursday, 19 February 2009

Games Portfolio - Pitch Ideas

The deadline for my pitch involving an idea in 'Supreme Commander' containing 'Technology and Nature' is the 6th of March 2009, the week after next. I have already had several ideas regarding the pitch, and after going through what I think will be most possible to create in the editor than others have decided to stick with one solid idea.

For my pitch, I have decided to go with the theme of a protest. Several protesters are fighting against construction workers and police in an attempt to protect a forest. Being no ordinary forest, it is said that the nature contained inside it holds possession to some very powerful magic. The council, fearing this power, is attempting to destroy the forest and be rid of the, as seen by them, 'potential threat' once and for all.

Due to the rumours surrounding the forest, a cult of followers has formed with people living within the trees and greenery of the forest, of whom aren't going to lose their so called 'home' without a fight. Although the storyline sounds generic, the premise of my idea fits perfectly with the theme of the brief, Technology and Nature.

When developing my game it would be interesting to see if I can add in the following features:
- Customised Character Models (protesters holding picket signs)
- Customised Textures (for the picket signs, machinery, character clothing.)
- Modified Machinery (for bulldozers, diggers etc.)
- Modified Terrain (Interesting surfaces, large forest areas.)
- Customised Weapons - (Basic weaponry such as sticks, rocks, police batons etc.)

For my pitch I plan on explaining this idea via the video, showcasing a series of images and mood boards to help visualize my idea and explain what I plan on doing in Supreme Commander (such as creating character models, weapons etc.) All of my video footage will be cut and created using Adobe Premier for Windows.

I will post up work for this unit as it progresses sometime during next week.

To see all posts concerning this unit, click the 'Games Portfolio' tag below.

Sunday, 15 February 2009

Team Project - Virtual Fire House Team Blog


Upon starting the unit 'Team Project', me and my team of four have been asked to create a blog on the Internet to showcase current work progress, individual team journals and lists of ideas all involved with the production of our virtual fire simulation game.

All work found on the blog has either been created by myself or another member of the team, of which is named 'Team Bowchickabowow Industries.' Each post made on the blog will be labelled and named correctly.


To see all posts concerning this unit, click the 'Team Project' tag below.

Friday, 13 February 2009

Games Design 2 - Hammer Editor (First Impressions)


After spending some hands-on time with Valve's 'Hammer Editor' I am confident that working with the program will be both fun and challenging. After doing the majority of previous level design working with Unreal Ed, the step over to Hammer was a worry at first- as the editor builds objects and rooms in very different ways to that of Unreal. Following online tutorials however and listening to Brain is class has helped boost confidence, with the Hammer Editor appearing to be a huge deal more flexible than Unreal in terms of what the user can do and also a much higher ease of use with search functions when looking for textures or Entity's.

During the course of this unit I hope to upload work completed using the Hammer tool set to this blog account and keep up to date with work using journals and project reports. I hope to spend this weekend playing with the Hammer Editor and to have some basic level design work uploaded by early next week!

To see all posts concerning this unit, click the 'Games Design 2' tag below.

Wednesday, 11 February 2009

Games Portfolio - Journal (Week 1) - Supreme Commander

Project Journal - Week 1


This blog will now also be used for posting work concerning the second year 'Games Portfolio' unit. In this unit I will be utilising the 'Supreme Commander' tool set creating a range of different terrains, scenarios, skins, armies and design ideas.

This week I plan to get used to the Supreme Commander tool set, following tutorials online and having a good play through the single player campaigns! The theme of our finished product for the assignment must be 'The crossover between Technology and Nature.' The final artefact must consist of a five minute maximum video showcasing the product and another behind the scenes 'making of' video showing how the item was produced.

Already I have been thinking up ideas for what my final pieces could consist of, ranging from nature being produced artificially on a far distant planet to a simple dispute between protesters wanting to save nature and workers wanting to create a motorway.

I will update this blog periodically with work on my piece and the processes used to develop it.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Thursday, 29 January 2009

Games Reviewing - Final Magazine Samples.

Here are some sample images of my final magazine project. The assignment for 100% of the grade in this unit was to produce a professional looking magazine centred around Video Games. Of course, this meant that I had to write reviews, previews, articles and to structure the entire magazine with use of digital editing software such as Adobe Photoshop or Microsoft Office Publisher.

We were pushed to write different reviews, previews and articles each week to help us work on our written structure, even though most of this work was not to be included in the final piece.
My final magazine came to around 60 full pages in length and featured three Previews, three Reviews, three Retro Reviews and three Articles. All of the images and quotes used were referenced at the end of the document.

Overall, I had spent well over 80 solid hours working on the assignment and was relatively happy with the outcome at the end of the semester.

Download the magazine at MegaUpload here:
http://www.megaupload.com/?d=QPPPVIHD

Friday, 9 January 2009

Games Scripting 2 - Space Station Training Camp Assignment

For this assignment I was required to form into a group consisting of two members, build up a training tutorial style level for a First Person Shooting game in space using the Unreal Engine and add in certain requirements to fulfil the given brief. As explained on the hand-out, we were to produce a 'marine training camp' style scenario with an opening cinematic, briefing cinematic, target range tutorial gameplay and finally finish with a de-briefing cut scene to round the stage off. Many other necessities were required, such as several scripts for the targets and triggers, a power core at the end shootable by the player, visio and story board planning diagrams, voice acting with subtitles and more.

Before starting with the assignment, me and fellow team member Lewis decided to sit down and plan how we want to produce the level. We assigned each other roles, having me build the majority of the training camp area and add in the cameras, while Lewis scripted the targets, NPC bots and added in an introduction movie at the start using space shuttle movers. Our planning was very effective, as we both had core roles to perform on the assignment over the Christmas period which unfortunately fell in the middle of the work time.

While building the level, I used techniques already learnt from previous assignments and from the 'Mastering Unreal Technology' book which served as tutorials on how to perform certain tasks in the editor. I kept in mind the space theme of the assignment, producing a space station styled training course, filling it with static meshes from the mesh browser were I saw appropriate. Also when creating the level, I added in doors and an elevator using the 'mover' option. This allowed me to key frame in animations, of which could be triggered by adding in the appropriate trigger and configuring it to work with the mover.

When recording in the level, I added in scenes using the Scene Manager and used various techniques such as both Linear and Bezier lines for paths, camera pauses and camera fades to help keep the cut scenes in the tutorial entertaining and pleasant to watch. A problem I faced when inputting cameras was some appeared to duplicate on top of each other, causing error messages when building the level. I fixed this easily however, simply by deleting the extra cameras that appeared leaving us with one.

Lewis did an excellent job of inputting the script into the level, the majority of which he input into the level himself over the two weeks holiday. With Lewis' scripts, our level was able to have players shoot good guy and bad guy targets, destroy the core at the end of the stage, spawn explosions once targets were hit, give players a score and rank at the end of the stage and have two NPC characters move around in cut scenes. A big problem we encountered during the scripting stage however was implementing the voice overs and sound effects. Neither of us could figure out how this was inputted into the editor, with the Mastering Unreal Technology book serving no help either. With time short, we left this part out and worked on tweaking the rest of the tutorial.

During the assignment, I felt I had many strengths and weaknesses. My main strengths were building the level and inputting cameras. I enjoy both these aspects of level design, while in turn having the scripting as my weaknesses. Luckily, Lewis felt that he was much better at the scripting than the matinee sequences, therefore we assigned each other the roles we were both strongest at. Unfortunately however, one of the 'scenes' in the matinee was removed by mistake during the final work on the assignment, with us loosing the pan through of the level. We had to promptly replace this however, creating a shorter and more to the point version using the time we had as wisely as possible.

Overall, I feel the assignment went very well. Most of the requirements were met by hand-in day, with the exception of voice acting and sub titles, both of which neither of us had any idea how to do. If I were to do this assignment again I would defiantly spend more time adding more length on the cut scenes, having more NPC characters in and an entire fleet of ships for the opening movie scene. I would also spend more time planning things out on paper, as our diagrams were quire basic. The reason for this however was that we felt discussing what and how we should do things during the creation process of the level was much more effective for our way of working rather than simply working from a sheet of paper.