Critical Report ALCHEMISTS HOLLOW · PDF fileThere were many similar games although...
Transcript of Critical Report ALCHEMISTS HOLLOW · PDF fileThere were many similar games although...
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CONTENTS
INTRODUCTION 3
VISIONSTATEMENT 3
TECHNICALDISCUSSION 4
PIPELINE 4
CHALLENGES 5-6
IMPORTINGASSETISSUE 5
ASSETSOURCINGISSUE 5
TEXTURINGISSUES 5-6
LIGHTINGISSUES 6
MILESTONES 7
ORIGINALMILESTONESCHEDULE 8-9
REVISEDMILESTONESCHEDULE 10-11
ACHIEVEMENTS 12
LEVELDESIGN 12
EMISSIVE/PULSINGMATERIALS 12
VIDEOMATERIAL 13
ASSETCREATION 13
INFUTURE 13
VISUALREPRESENTATIONOFPROJECTFLOW 14
ORIGINALCHART 14
REVISEDCHART 14
BIBLIOGRAPHY 15
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INTRODUCTION
ThisreportcontainsacriticalanalysisofthedevelopmentprocessesfortheUE4level‘AlchemistsHollow’,it’saleveldesignedwiththeintentionofcapturingtheessenceofacyberpunkbar.Thereportwilldetaileveryaspectofdevelopmentinatransparentfashion,everyaspectwillbeanalysedanddiscussedinanappropriatemanner.(PresentationofartefactcanbefoundonMoodle)
Theterm“Cyberpunkoriginatedin1983whenBruceBethkecoinedthetermbynaminghisshortstoryso,unbeknownsttoBrucethetermwouldstillbeusedtoday(BruceBethke,2010).ItquicklypickeduptractionandwasappropriatedtothefamousworksofWilliamGibsonmostnotably‘Neuromancer’,consideredgroundbreakingand“thearchetypalcyberpunkwork”(LawrencePerson,1999).Thisnovel“becamethefirstnoveltowinthetriplecrown-Hugo,Nebula,andPhilipK.Dickawards-and,intheprocess,virtuallysingle-handedlylaunchedthecyberpunkmovement”(LarryMcCaffery,2000).AlthoughmanyconsiderWilliamGibsonthefatherofcyberpunkothersargueagainstthisasmanyofthetraitthatareuniquelyconnectedtocyberpunkcaninfactbefoundinthepreviousworksofmultipleauthors.ManyofthepeoplewhoarguethispointrefertotheworksofPhilipK.Dick,WilliamSBorroughs,J.G.Ballardandafewothers(PaulBrians,1994),oneofthemainpointsusedtosupporttheircaseisthefactthatmanyofPhilipK.Dick’shaverecurringthemesthatincludeAI(ArtificialIntelligence),theblurringoflinesbetweenobjectivereality&subjectiverealityandsocialcollapse(PaulBrians,1994).Eventhemovie‘BladeRunner’directedbyRidelyScottreleasedin1982(KevinStriker,2001)wasbasedonthethePhilipKDicknovel‘DoAndroidsDreamofElectricSheep?’(arguablythefirstcyberpunkstory)wasreleasedbefore‘Neuromancer’waseverwritten.
TherehavebeenvariousincarnationsofcyberpunkgamesovertheyearsbutitallbeganwiththeRPG(Role-PlayingGame)‘Cyberpunk2020’madebyR.TalsorianGames(Travire,2006),thisparticulargamewasdesignedwithWilliamGibson’swritingsinmindandthereforemanyofthesettingsresembledhisworks(Travire,2006).Thereweremanysimilargamesalthough‘Cyberpunk2020’stoodoutasthemostbelovedofthebunch.Asvideogameconsolesdevelopmentadvancedsodidthegames,fromthiscamethebirthofthemoderncyberpunkgamesthatweareallfamiliarwith,introducingsuchfranchisesas‘MetalGear’,‘SystemShock’and‘DeusEx’,withthelatterbeingtheonethatismostassociatedwithcyberpunk.When‘DeusEx’wasreleasedin2000(Steam,2000)tocriticalacclaimmostplayerhadnothingbutgreatthingtosaybutitwasinalatersequel‘DeusEx:HumanRevolution’thatreceivedthegreatestreceptionfromcyberpunkfanswitharcadesaying“DeusExwelcomesyouintoitshugecyberpunkworld”(AdamVolk,2011).FromthenEwido’shavecontinuedtodevelopandexpandthisworldofcyberpunkandaresoonreleasingtheirnewestincarnation‘DeusEx:MankindDivided’whichlookslikethemostimmersivecyberpunkworldwe’veeverseeninagame(SachaRamtohul,2016).
VISIONSTATEMENT
Intheproposaldocumentthevisionstatementwasoutlinedasso“Setinafuturisticcyberpunkesqueuniverse,thisUE4levelwillallowyoutoenteraclubandexploreallofitscontents.Aimedtodisplaythevastcontrastbetweenthehightechlowlifeaspectofsociety,basicallyahighlyfuturisticdystopia.Thebarwillshowcaseasmuchdetailaspossibletotrulyshowthegrungyunderworldthatresidesinthedepthsofasuperfuturecity.”.AsthedevelopmentprocesswentonItriedtoadheretothevisionstatementsoutline,occasionallythisbecamehardtofulfilasthereisonlysomuchthatyoucandotodisplaythelowlifeaspectthatissoimportanttothecyberpunkaspect.ThisproblemarosewhenIrealisedthatonlyusingobjectsplacedthroughoutthebartohintatthelowlifeaspectsofsocietycouldbetooobscureformany.OtherthanthisIbelievethatthelevelfullyexploreseveryaspectofthevisionstatement,eventhoughsomeaspectswouldtakealittlemorethoughttoascertaintheirtruemeaning.
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TECHNICALDISCUSSION
PIPELINE
ASSETCREATION
ProgramsUsed:Maya2016
CreatedAll3Dmodels(BuildingPieces&Props),unwrappedModels.
TEXTURING
ProgramsUsed:PhotoshopCS6/CrazyBump/UE4MaterialEditor
CreatedtexturesusingPhotoshopandimagessourcedfromtheinternetSOURCE.Creatednormal,ambientocclusion,displacement&specularmapsusingCrazyBump.CreatedEmissiveandvideomaterialsusingUE4s‘MaterialEditor’.
LEVELDESIGN
ProgramsUsed:UE4V4.9.2/4.11.2
Builtlevelusingtheassetscreatedtomeettheaspectsdescribedinthevisionstatement.Addedlightingandparticleeffectstocreatethedesiredatmosphere.
ProgramsUsed VersionUsed
UE4 V4.9.2/V4.11.2
Maya 2016
CrazyBump BT2
Photoshop CS6
PremierPro CS6
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CHALLENGES
IMPORTINGASSETSISSUE
Oncealloftheassetswerecreatedtheyneededimporting,inordertodothis,Ihadtoexporteachassetasa‘FBX’file.AfterrepeatingthisprocessforeveryassettheywerereadyforimportingintotheUE4project,thisiswheretheproblemarose.AfterselectingtheassetsthatneededtobeimportedandimportingthemUE4wouldcrashduringtheimportingprocess.UE4crashingisacommonproblem,Irepeatedtheprocessmultipletimesbuthadnosuccess.UpondoingsomeresearchIdiscoveredthatthiswasacommonissuewiththeversionofUE4Iwasusing(V4.9.2).TheonlywaytoovercomethisissuewastouseanewestversionofUE4(V4.11.2),onceIupdatedandmigratedtheprojecttoa4.11.2versionallassetsimportedwithnoissues.
ASSETSOURCINGISSUE
DuetothefactthatIamnotatruegamesartistmyplanwastocreatethecentrepiecesneededtoconveythelevelinthewaydescribedinthevisionstatementandthensourcepropassetsfromtheinternet.WhilstsearchingforfreelicenseassetsonlineIquicklydiscoveredthatmostoftheassetsavailablewereinappropriateforthelevelthatIwascreating,thisleftmewithmuchmoremodellingtodothanIhadpreviouslyanticipated.Inordertoovercomethisissue,IhadtocreatemuchmoreassetsthanIhadoriginallyplannedon,thiswouldprovetobeverytimeconsuming.InordertoconservetimeandimproveefficiencyIdecidedthatcreatingmodularassetswouldallowmetocreateafullandexpansiveenvironmentwhilstkeepingmodellingtimetoaminimum.
TEXTURINGISSUES
DuetothehighvolumeofassetscreatedIagainendeduphavingtospendmoretimetexturing,havingtodothiswouldmeanthatIwouldhavemuchlesstimetospendonactuallydesigningtheleveloncealltexturesandassetswereimportedintotheproject.Inordertosolvethistimeissue,IdecidedtousedCrazyBumptocreatemultipletexturemaps(normal,ambientocclusion,displacement&specular).ThisallowedmetoonlyhavetocreatealbedomapsinPhotoshopforeachtexturebeforeimportingthosemapsintoCrazyBumpchangingthesettingstomeetsthoserequiredandgeneratingeveryothermapneededtocreateafulltexture.
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AnotherissuethatarosewhencreatingmaterialscamefromUE4,onceallthetextureswerecreatedandhadbeenimportedintoUE4Ihadtothencreate‘Materials’foreachtexture.TodothisIwouldhavetouseUE4s‘MaterialEditor’,whenIopenedupthe‘MaterialEditor’Iwasgivenamasssumoferrorsinthemessagelogstatingthattherewasa“MaterialCompilationError”.Thisshouldnothappenastherewasnothinginthenewmaterialsothereshouldnotbeanissue,Idecidedtoinvestigatethisissue,soIopenedupamaterialthatwasintheprojects‘StarterContent’onlytohavethesameerrormessages.ThiswasproblematicasIcouldnotcreatethematerialsnecessarytotextureeachassetwithinthelevel.Idecidedtoresearchthiserroronline,aftercopioushoursI’dhadnosuccess.IthenpostedaquestionontheUE4forumregardingtheerrorandwhatIcoulddotofixtheissue,afteraweekofnotbeingabletoworkonthelevelduetotheissueanemployeeofUnrealansweredmyquestion.TheresponseletmeknowthatthenewestversionofUE4onOSXnolongerusedUE4ownmetalcompliersandinsteadusedXcodes,allIwouldhavetodoisinstallXcodeandthenrecompileallmaterials.Thefixworkedgreatbutthisissuecostmealargechunkofdevelopmenttime.
LIGHTINGISSUES
Aftercreatingthelevel,Ineededtoaddlighting,Iwantedtocreateadark,dirty,lowbrowatmosphere.Idecidedonredspotlightsthatwouldhighlightcertainareasofthelevel,thisiswheretheproblemsstarted.OnceIhadplacedthespotlightswhereIwantedthemIbuiltthelevelanddiscoveredthatduetotheemissivelightsonsomeofthepropswithinthelevelthelightingcreatedstrangepattersoncertaintextures.AfterspendingalargeamountoftimerefiningthepositionofeachspotlightImanagedtogetthelightingperfect.
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MILESTONES
ForthisprojectItriedtosticktothemilestonescheduleasmuchaspossible,duringthedevelopmentprocesstheissuesdiscussedabovecausedmetohavetorevisetheschedule.ForthemostpartImanagedtosticktotheschedulesalthoughweeks4,5&6causedmethemostproblemswhichsetmeback,butwithhardworkImanagedtopulltheprojectbackintoamanageabletimeframe.
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ORIGINALMILESTONESCHEDULE
MILESTONE1-PROJECTPLAN(14FEBRUARY2016-WEEKTHREE/FOUR)
CompletedTasksforMilestone1:
• VisionStatementforDeliverable• RiskAssessmentonTechnicalChallenges• ProjectedAssetList• MilestoneSchedule
TechnicalIssueswithTask:
MILESTONE2-PAPERDESIGNS(19FEBRUARY2016-WEEKFOUR)
CompletedTasksforMilestone2:
• AssetConceptDesigns• LevelConceptDesigns
TechnicalIssueswithTask:
MILESTONE3-ASSETCREATIONI(26FEBRUARY2016-WEEKFIVE)
Completedtasksformilestone3:
• 35%ofGameAssetsModelled• Blocked-outLevel
TechnicalIssueswithTask:
MILESTONE4-ASSETCREATIONII(4MARCH2016-WEEKSIX)
CompletedTasksforMilestone4:
• 70%ofGameAssetsModelled• 50%ofTexturesCreated• Blocked-outLevelTested
TechnicalIssueswithTask:
MILESTONE5-ALPHA(18MARCH2016-WEEKEIGHT)
CompletedTasksforMilestone5:
• AlphaVersionoftheGame• AllAssetsModelled&Textured
• AllGame-criticalAssetsWithinthePlayableLevel
TechnicalIssueswithTask:
MILESTONE6-BETA(15APRIL2016-WEEKTEN)
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CompletedTasksforMilestone6:
• BetaVersionoftheGame• AllContentComplete(PossiblyNotDebugged)• VideoSegmentsBasedUponGameMaterials(forShow-reel)Constructed
TechnicalIssueswithTask:
MILESTONE7-MASTER(29APRIL2016-WEEKTWELVE)
CompletedTasksforMilestone7:
• Master/GoldVersionoftheGame• ProjectReport• Show-reelSegment
TechnicalIssueswithTask:
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REVISEDMILESTONESCHEDULE
MILESTONE1-PROJECTPLAN(14FEBRUARY2016-WEEKTHREE/FOUR)
CompletedTasksforMilestone1:
• VisionStatementforDeliverable• RiskAssessmentonTechnicalChallenges• ProjectedAssetList• MilestoneSchedule
TechnicalIssueswithTask:N/A
MILESTONE2-PAPERDESIGNS(19FEBRUARY2016-WEEKFOUR)
CompletedTasksforMilestone2:
• AssetConceptDesigns• LevelConceptDesigns
TechnicalIssueswithTask:N/A
MILESTONE3-ASSETCREATIONI(26FEBRUARY2016-WEEKFIVE)
Completedtasksformilestone3:
• 35%ofGameAssetsModelled/Sourced• Blocked-outLevel
TechnicalIssueswithTask:
• Theamountofassetswasunderestimated,inordertogetthedesiredaestheticstocreatethedesiredatmosphereinthelevelIwillhavetorevisethemilestoneschedule.
MILESTONE4-ASSETCREATIONII(4MARCH2016-WEEKSIX)
CompletedTasksforMilestone4:
• 70%ofGameAssetsModelled/Sourced• Blocked-outLevelTested
TechnicalIssueswithTask:
• NotechnicalissuesbutpersonalissueshavestoppedmefromcompletingasmuchworkasI’dlikedtohavedone.
MILESTONE5–AssetCreationIII(18MARCH2016-WEEKEIGHT)
CompletedTasksforMilestone5:
• AllAssetsModelled/Sourced• AllGame-criticalAssetsImported
• 30%ofTexturesCreated
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TechnicalIssueswithTask:
• UE4importingissue.
MILESTONE6-ALPHA(25MARCH2016-WEEKNINE)
CompletedTasksforMilestone6:
• AlphaVersionoftheGame• 100%ofTexturesCreated
• AllGame-criticalAssetsWithinthePlayableLevel
TechnicalIssueswithTask:
• Texturestimeconsumingduetovolume.• UE4materialcompilationerror.
MILESTONE7-BETA(15APRIL2016-WEEKTEN)
CompletedTasksforMilestone7:
• BetaVersionoftheGame• AllContentComplete(PossiblyNotDebugged)• VideoSegmentsBasedUponGameMaterials(forShow-reel)Constructed
TechnicalIssueswithTask:
• Lightingissue.
MILESTONE8-MASTER(29APRIL2016-WEEKTWELVE)
CompletedTasksforMilestone8:
• Master/GoldVersionoftheGame• ProjectReport• Show-reelSegment
TechnicalIssueswithTask:N/A
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ACHIEVEMENTS
LEVELDESIGN
Iwaspleasedwithhowwellthisaspectofthedevelopmentprocesswent,duetothatIhadtocreatealloftheassets,allofthelevelpieceseasilysnappedtothepositionthatIwantedtheminwithnoissuewithoverlappingobjects.Thisallowedtheleveldesignprocesstobecompletedquicklyandefficientlywithminimalornoissues.
EMISSIVE/PULSINGMATERIALS
Idecidedtocreateemissivematerialsforneonsignsandotherpropsinthelevel,IexpectedthistobealongandcomplicatedprocessbuttomysurpriseIfoundthatbyusingafewparameters,constantvariablesandsomemathinthe‘MaterialEditor’IcouldcreatethedesiredeffectandeasilytweakthemwheneverIneeded.
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VIDEOMATERIAL
Intheleveltherearemultipledisplays/monitors,fortheseIwantedtohavethemdisplaystaticasthoughtheyhadbeenhackedorthattheirmaincontrolsystemhadanissue.Idecidedtocreateamaterialthatfitthispurpose,Ididthisbyusingasimplestatictextureandthenusingthe‘MaterialEditors’’pannersystemtoquicklypanintheX&Ycoordinatestocreateamovementeffect.Ithenaddedanemissiveglowtothematerialtoreplicatethesmallglowdisplaysgiveoff.IfoundthisprocesstobeasimpleyeteffectivewaytocreatethelookIdesired.
ASSETCREATION
AlthoughcreatingassetswasanarduousprocessIfoundthatbycreatingmodularassetsIcouldlessentheamountoftimespentmodelling.IalsofoundthatmymodellingskillsdrasticallyimprovedasIcouldquicklyandefficientlycreatecomplexassetsthatwouldnormallytakemelargeperiodsoftimetocreate.
INFUTURE
LookingbackatthedevelopmentprocessIhaveseenvariousareasthatcouldbeimproveduponinfutureendeavours.Firstly,Iwouldconcentrateonasmallerscaleenvironment,bychoosingalargerenvironmentIcouldn'tachievetheoveralldetailthatIwouldhavelikedto,smallerscaleenvironmentswouldalsoallowmetoshowoffmoreofmyskills.IsaythisduetothatmanyoftheminutedetailsthatIplaceintheenvironmentarerarelyseenduetothegrandscaleofthelevelthereforehavingasmallermoreconcentratedenvironmentwouldallowuserstoseemoreofthelittledetailsthatmakealevelinterestingandspecial.Itwouldalsomeanthatthelevelwouldfitthetimescaleinamuchmoreefficientmanner,whichwouldultimatelyleavemoretimetorefinethelevel.SecondlyIwouldpickathemethatwaslessdependentontheusertodiscovertheworldsoverarchingthemeofdisplayingthehigh-tech,low-lifecontrastintheworld.Thiscomesdowntothefactthatmanyusersmightnotnoticethesmalldetailsthatindicatethatthelivesofthepeoplewithintheworldarelessthanreputablealthoughtheylivewithinahyperadvancedtechnologyladenedworld.
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VISUALREPRESENTATIONOFPROJECTFLOW
BeforethestartoftheprojectIcreatedaGanttchartthatsummarisedallofthetasksthatneededtobecompletedoverthecourseofdevelopmentproblemsarosethereforethechartneededupdatinginordertodisplaythecurrentsituationcorrectly.AscanbeseenwhencomparingbothchartsmoretaskswerepushedbackonmorewerecreatedthecloserIgottotheendofdevelopment.
ORIGINALCHART
REVISEDCHART
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BIBLIOGRAPHY
Seph.(2012).WhatisCyberpunk?.Available:http://www.cyberpunkforums.com/viewtopic.php?id=361.Lastaccessed12thFeb2016.
BruceBethke.(2010).TheEtymologyof"Cyberpunk".Available:http://www.brucebethke.com/articles/re_cp.html.Lastaccessed12thFeb2016.
LawrencePerson.(1999).NotesTowardaPostcyberpunkManifesto.Available:http://slashdot.org/story/99/10/08/2123255/notes-toward-a-postcyberpunk-manifesto.Lastaccessed12thFeb2016.
LarryMcCaffery.(2000).AnInterviewwithWilliamGibson.Available:http://project.cyberpunk.ru/idb/gibson_interview.html.Lastaccessed13thFeb2016.
KevinStriker.(2001).BladeRunner.Available:http://bladerunner.wikia.com/wiki/Blade_Runner.Lastaccessed13thFeb2016.
PaulBrians.(1994).StudyGuideforWilliamGibson:Neuromancer(1984).Available:http://public.wsu.edu/~brians/science_fiction/neuromancer.html.Lastaccessed20April2016.
Travire.(2006).ReviewofCyberpunk2020.Available:https://www.rpg.net/reviews/archive/12/12305.phtml.Lastaccessed20April2016.
Steam.(2000).DeusEx:GameoftheYearEdition.Available:http://store.steampowered.com/app/6910/.Lastaccessed20April2016.
AdamVolk.(2011).ArcadeReview:DeusExwelcomesyouintoitshugecyberpunkworld.Available:http://news.nationalpost.com/arts/arcade-review-deus-ex-welcomes-you-into-its-huge-cyberpunk-world.Lastaccessed20April2016.
SachaRamtohul.(2016).10WaysDeusEx:MankindDividedEnhancestheActionRPG.Available:http://blog.us.playstation.com/2016/04/28/10-ways-deus-ex-mankind-divided-enhances-the-action-rpg/.Lastaccessed28April2016.