Sunday, December 13, 2020

Game Project Week 8

 Project 3 Week 7(12/13/2020): Bioshock Infinite Game Scene 


My Work:

For this project, I worked on a few different parts. I did a little bit of modeling, texturing, and the Unity work. I found the Unity work to be more fun than usual as it was different from what we usually do for this class and allowed me to explore not only new tools, but utilize the ones we learned this semester in an actual project
Final Scene













My work was generally straightforward. Initially I did a lot of research of how to implement many of the things we wanted in our scene - clouds, fog, grass, skybox. The clouds turned out well and the fog I believe turned out as planned - maybe more "plume" like than I intended, however it still gave the effect I was looking for.








The skybox turned out well too, however there is still a seam where the ends of the original graphic meet, which I still have yet to figure out a solution for. However, with the modifications I added, I think it gave the effect I was looking for in this project.

I was not able to figure out bloom post-processing in time, so the scene isn't 100% complete, however the effect is still in the file. It just didn't apply to the scene so the effect doesn't show up. Additionally, the interactive element did not work in time. 

In addition to the Unity work, I also modeled the fences you see throughout the scene. This was very easy work, however actually placing them in the scene took ages (which I had to redo due to a miscommunication with our texturer,) Even so, I think the fences turned out great and fit nicely in the scene, in addition to matching the fences in the original game scene. 

Fence IDs - only one material was applied, but it needed to be separate from the other objects.

Additionally, I also did IDs for the small props. This included the bench, umbrella, chair, table, fences, trash can, and stopping bar. While numerous, I made quick work of them and sent them to our texturer. All of these pieces were fit onto one texture sheet and I think they turned out great.

Reflecting on the assignment, I think I could have done a little more prep work in the beginning. We had skimmed over some of the requirements and those were the ones that ultimately were either cut or didn't make it into the final scene due to time constraints.

Wednesday, December 9, 2020

Game Project Week 7

 Project 3 Week 7(12/8/2020): Bioshock Infinite Game Scene

Trello Board

Figure 6.1

Group Progress Table

Figure 6.2

Object List

Figure 6.3


My Work:

For this week, I began piecing the modular building pieces together to form the buildings. Since we are not going for an exact replica of the scene, I do have a little creative liberty in creating the buildings. I found that the pieces that were modeled blended in very well with the pre-made buildings and matched the Bioshock theme easily. For each, I took into consideration their placement, as well as the spacing of them. For the first one, to the right of the deli, I knew that the player wouldn't be able to see it from the left side (or at least it would be obscured enough), so I simply didn't add a wall to the left side.
Building 1; it's lower than the platform and the deli

As you can see, it is supposed to be on its own, and due to the limitations of the references, I am unsure how it connects to the main plaform. I may use a variety of tactics to kind of blend out the bottom of the building so it doesn't look out of place.










Building 2; it will be attached to the platform

For the second building, I did the same thing, except I made it longer. The door placement isn't final, however the size is about correct. I'm currently debating whether or not I need to add a left wall to the building, however it will depend on whether or not the player can walk that far.







I also added the yellow building at one of the "arms" of the platform. It was simply a matter of scaling and positioning; everything else was already modeled into place.
The yellow building

I also did some color IDs for some of the smaller objects. Here, you can see an umbrella and a table that sit outside of the Deli. They're fairly simple and don't need too much work, however selecting all the correct faces for each material is tedious. 










The project is due on Sunday. I have pretty much all the effects done (aside from post processing). I will focus my work on filling out the space with more buildings, plus the remaining props, as well as some assets (grass, particle effects, etc). 

Wednesday, December 2, 2020

Game Project Week 6

 Project 3 Week 6(12/1/2020): Bioshock Infinite Game Scene

Trello Board

Figure 5.1

Group Progess Table

Figure 5.2

Object List

Figure 5.2



My Work:

I began assembling the scene in Unity for this week. Although we have not finished texturing everything, I was still able to import the models that we had and began assembling them in Unity. Through this process I am able to review if there are any flaws or issues with the models that I am given, and also start finalizing the scene. 

So far I have assembled the deli/cafe area, as well as figured out the path, noted on the annotated map, for the player. From this I am able to figure out how the player might experience the area and set it up accordingly. Additionally, I can begin to figure out how to scale each model. Each piece is not scaled to the correct size so I messed around with the sizing to figure out the optimal size for each piece (and use those as a reference to scale other objects to). 
Deli seating area
As you can see in the above screenshot, I have set up the seating area. I heavily referenced walkthrough videos and reference images that we have to figure out the correct scaling, placement, and objects to place in the scene. I scaled all the fences together to maintain the correct sizing, and through this I am able to get an accurate number of fences in the scene. After I had the fences set up, I began placing the chairs, tables, and the umbrellas. I believe I took a little too much time with this and thought about the practicality of the seating area (how do people walk around, what is considered too close between tables, etc), however it ended up working to my benefit as it made me realize my scaling was off by a bit and I was able to make them smaller and therefore more true to the size.

Full platform, needs more buildings.



Additionally, I updated the fog particle effect and now have a more satisfactory plume of mist to add to the scene to create depth. For this, I edited the particle image to make it much less dense, then edited the color on the effect to make it much more wispy.


Updated Fog Particle effects



Wednesday, November 18, 2020

Game Project Week 5

 Project 3 Week 5(11/17/2020): Bioshock Infinite Game Scene

Trello Board

Figure 4.1

Group Progress Table

Figure 4.2

Object List


Figure 3.3

My Work

This week I worked on the fog effects of the scene, as well as begun color IDs for the scene. 
For the fog, it is a simple particle system with dense, slow moving particles. I created a custom particle shape for the system in order to create the misty look of fog. Similar to the clouds, I think I will keep working on the shape (mainly the opacity of the particles) in order to make it look more wispy and translucent.

Fog

I separated the pieces of the fence that I worked on last week into individual components as to make them more modular. I have 2 sets of these pieces (short and long), plus an individual fence post.
Short Pieces

Long Pieces














I also started working on the color IDs for some of the smaller props. I do not have any to present this week however I will continue to work on it over the break so that we can texture and assemble in the last 2 weeks of the project.

We discussed in a group meeting that we should pick up the pace a little as we felt that we were falling behind a little. I will try to get any completed models and place them into the Unity scene as we did in the blocked out scene and according to our annotated map. From there I can fine tune the effects that I have created in Unity. That is what I have tasked for myself for the next week or two.

Monday, November 9, 2020

Game Project Week 4

 Project 3 Week 4(11/9/2020): Bioshock Infinite Game Scene

Trello Board

Figure 3.1








Group Progress Table


Figure 3.2




Object List

Figure 3.3


My Work:

This week, as we checked in early this week, I just modeled the fence that will be used throughout the scene. Making varied versions of it (short and long ones) just requires a little scaling. I didn't run into any problems as it was a very simple process. Should we need a low poly version, I can easily create one.
Fence

This fence is fully UV'd and can be very easily adjusted and modified to fit the scene. 
I will continue to work on the fog particles and other Unity prep for next week. Once models start being completed I can start arranging them in Unity as well, and add on the textures as they come. From there, I can start adjusting the different effects I have to fit the scene. As I do this, I can also start to help Trevor figure out what the level of realism we want to use for the scene and/or how close we want to match the textures in Bioshock. Consistency is key for our scene, so I think this process will really help us solidify this project as a single unit rather than 4 people throwing a objects together in a scene.

Wednesday, November 4, 2020

Game Scene Week 3

 Project 3 Week 3(11/4/2020): Bioshock Infinite Game Scene

Trello Board

Figure 3.1

Group Progress Table

Figure 3.2



Object List with Tri Count

Figure 3.3


My work:

This week I worked on a couple things. First was the skybox. Now, I had compared a couple skyboxes last week, and found that none in the existing package fit the theme. I also checked HDRI Haven, and unfortunately all the "sky" tagged skyboxes included a ground, which does not fit the floating island setting of Bioshock. Since the game is not hyper realistic, I took this opportunity to create a custom skybox, utilizing one of the existing images. I took the cartoon sky and added clouds to it for a distanced look. While I am quite satisfied with the look now, I think there are a couple things I could improve on (cloud shape and transparency could be worked on, the seam needs to be worked on), but can be a secondary thing after I finish the other requirements.
Skybox in the scene!
Custom Skybox










The other thing I worked on was the cloud particle effect. I think this can add some life to the scene and make it more immersive to have moving clouds rather than just the stationary ones. I do still think I can work on the shape of the clouds a little bit more, and the settings still need to be played around with, however if I do not get around to fixing these things, it would not be a huge deal.
Cloud particle system

For next week, I will work on the fog particle effect, as well as start to assist on creating models for the fences.

Tuesday, October 27, 2020

Game Scene Week 2

Bioshock Infinite Game Scene

Group Members

  • Anthony Herrera is our group leader whose job it is to organize and hand out tasks to the other members in order to make sure we hit our deadlines.

  • Trevor Davis is our lead texture designer whose job it is to create most of the texture assets for our scene.

  • Patrick Tambunting is our lead modeler whose job it is to create most of the model assets for our scene.

  • Mari Fong is our lead Unity designer whose job it is to set up and arrange our models, textures, and post processing effects to create the final game scene.

Trello Board

Assigned This Week

  • Anthony

    • Model the Statue of Comstock

  • Patrick

    • Model Modular Pieces for Street Buildings

  • Trevor

    • Model a Stopping Bar

    • Model a Umbrella

  • Mari

    • Research Particle and Post-Processing Effects

Completed This Week

  • Anthony

  • Patrick

  • Trevor

    • Model a Stopping Bar

  • Mari

Figure 2.1

Still In-Progress

  • Anthony

    • Model the Statue of Comstock

  • Patrick

    • Model Modular Pieces for Street Buildings

  • Trevor

    • Model a Umbrella

  • Mari

    • Research Particle and Post-Processing Effects

Object List - 3,338 Tris 

  • Buildings - 1998 Tris

    • Yellow Store Building

    • Bell Tower

    • Modular Street Buildings - 1998 Tris

    • Cafe Building

    • Modular Floating Buildings 

    • Bell

  • Small Props - 602 Tris

    • Trash can - 90 Tris

    • Bench - 360 Tris

    • Table

    • Chair

    • Umbrella - 152

    • Platform Connector

    • Fence Bar

    • Fence Post

  • Large Props - 738 Tris

    • Lamp Post

    • Hot Dog Stand

    • Fresh Produce Stand

    • Giant Billboard

    • Platform Post

    • Stopping Bar - 738 Tris

  • Platform

    • Platform Street Bridge

    • Platform Central Circle

    • Platform Connector

    • Platform Stairs

  • Hero Object

    • Statue of Comstock


My Work

This week I found and tested a few assets I found on the Asset store that I thought would be helpful in finalizing our scene.

The first thing I tested out is a few free skyboxes I found in the store. While they are a vast improvement upon the default skybox, none of them have the look and feel that fit the Bioshock theme.

Skybox 2, for example, had the right amount of clouds and fog I was looking for (in just the skybox), but was too cool for the warmer feel of Bioshock. It also has a very huge and obvious seam where the image starts and ends, and while on a static scene it would be ok, due to the fact we are doing a walkthrough the scene, it would be far too obvious.

Skybox 2
Skybox 1






Skybox 1, on the other hand, was the right tone of blue, and the sky on the underside had the right kind of haze, however without an appropriate amount of clouds in the skybox itself, it would reduce the amount of depth in the scene if I were to just use clouds I created in the scene.

Next, I decided to test out a grass asset that I had gotten off the store that we could use to add some subtle detail to the playable area to give it some life. It is very detailed, and not too realistic which will fit into the scene. What will most likely happen is that I will create multiple pieces of terrain that I can then scatter throughout the scene in places that I see fit. The grass includes flowers which can be used to add a bit of floral decoration to portions of the scene, wherever they seem fit. 

Grass Asset
I also found another grass asset in another asset package, which also had a tree, which could be useful to either be used as is or used as a reference to model a tree after. This version of grass is individual clumps of grass, which is helpful to add a bit of organicness to the roads, with weeds and such growing out of cracks, or to add some variation to a patch of grass.

Tree and Grass
So far I've found mostly nature asset packs, which help for small sections of the scene, and can help serve as references or stand-ins when I start to build the scene. It can help see if we should model some other objects to fill a space, or adjust a certain texture.

Work for next week:

Start comparing assets (different skyboxes, thinking of creating custom assets [skybox, particle systems]), get any completed models in to start building the scene and figure out any flaws in the models (scaling, for example). If there are any assets that can be textured, I will try my best to help with that process (i.e. texture props). 

Tuesday, October 20, 2020

Game Scene Week 1

Project 3(10/20/2020): Bioshock Infinite Game Scene

Group Members

  • Anthony Herrera is our group leader whose job it is to organize and hand out tasks to the other members in order to make sure we hit our deadlines.

  • Trevor Davis is our lead texture designer whose job it is to create most of the texture assets for our scene.

  • Patrick Tambunting is our lead modeler whose job it is to create most of the model assets for our scene.

  • Mari Fong is our lead Unity designer whose job it is to set up and arrange our models, textures, and post processing effects to create the final game scene.

Description of Game Scene Project

For our group game scene project, we decided to model our scene after the location known as Eden Square from Bioshock Infinite. The point of this location is to really portray the massive and wondrous look of the City of Columbia to the player as a way to the player a great first impressions of the city before they find out the true dark nature of it shortly later on in the game. As such, our goal with this scene is to essentially make colorful railroad attraction where the player will be awe-struck by the colorful and Utopian look of Eden Square.



Figure 1.1


Figure 1.1 was our starting and main reference image for how we would go about designing our scene. As you can see in figure 1.1, we spent the first portion of our project marking out objects and pieces we wanted to model and add to our scene, with green outlines marking what major objects we wanted to break down into modular pieces, red outlines marking what objects we wanted to keep whole, yellow outlines what we wanted to be the main focus of our scene, and purple outlines marking complex but non-essential objects that we might want to add into our scene later if we have the time for it.




Figure 1.2


Figure 1.2 is a basic annotated map we created to show how we want the player to be moving through our scene. The green line represents the main critical path that the player is roughly supposed to follow while the yellow line represents an optional side area/path that the players are supposed to follow if they end up wanting to explore the map. 


Blocked Scene



Figure 1.3


Figure 1.3 is a rough block out of how we want our scene to look like and be formatted.



Object List

  • Buildings

    • Yellow Store Building

    • Bell Tower

    • Modular Street Buildings

    • Cafe Building

    • Modular Floating Buildings 

    • Bell

  • Small Props

    • Trash can

    • Bench

    • Table

    • Chair

    • Umbrella

    • Platform Connector

    • Fence Bar

    • Fence Post

  • Large Props

    • Lamp Post

    • Hot Dog Stand

    • Fresh Produce Stand

    • Giant Billboard

    • Platform Post

    • Stopping Bar

  • Platform

    • Platform Street Bridge

    • Platform Central Circle

    • Platform Connector

    • Platform Stairs

  • Hero Object

    • Statue of Comstock

Trello Board


My Work:

For my part of the project this week, I am researching different Unity assets and effects I can use to help enhance our scene.

One of those things is a skybox, which is necessary for our scene as the city floats in the sky. This should be a relatively easy task to do and will ultimately become a finishing touch to the scene.

Next is cloud effects. While the scene is in the sky and the skybox will have some clouds, adding extra physical cloud effects would help further immerse the scene. I can use a particle system to create this effect.

For ambient sounds, taking a clip of audio from the scene itself would work well. Adjusting it to fit our needs may be necessary, as our scene may vary from the original scene.

Our second particle effect could potentially be a fire hydrant, as creating a water sprinkler particle effect would be easy and add some life to the scene. 

I also created the annotated map. It was a simple photoshop project, color coded. It was relatively simple as we were not sure how complicated to make it.

Next up is covering the rest of the requirements (second audio source, reviewing post-processing, animation, etc).  

Final Course Reflection

  Going into this course, I had no idea what to expect. Even with the syllabus, it told me nothing of what I would truly end up learning – a...