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



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...