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
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).



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