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). 

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