My Proposal is to create a multiplayer map/environment that will focus on asset creation and realistic texturing. The look of the environment is more important than the interactivity and functionality of the map. It will start off as a small area that will be expanded, how far depends on timescale. I will be building it in UDK and be using 3DS max for modelling the assets, I will also look to sculpt some organic assets using Mudbox or Zbrush. I will be baking high to low poly models with my workflow being to create the low poly mesh and then duplicate it, create a high poly mesh and then bake the high poly detail onto the low poly mesh, this may change if I find a way I prefer to do this process. I will also use CrazyBump for creating some normal and other maps for models. For texturing the models I will be using Photoshop and textures I have gathered myself as well as ones found via websites like ‘Cgtextures’.
I will also think about the design of the map, spawn points, choke points, vantage points etc. It will be set in a medieval fantasy village/town which will allow me to design more rather then doing a realistic modern day setting which allows less design and more first hand research. The area I will create will be a market place in the village/town which is surrounded by buildings, a market place allows for a busy and lived in environment with a lot of stuff going on. The environment looking busy and lived in is important because I won’t be incorporating people into it, I also won’t be creating gameplay to go with the map so if I user test I will only be able to use the default unreal engine character and weapon. I will design the map as it is being made for a first person medieval combat with gameplay like Chivalry Medival Warfare, War of the Vikings and War of the Roses, the emphasis is on melee combat but with range coming from archers and crossbowman.
My 1st goal is to design the layout for my multiplayer map this will include research into multiplayer map design so that I can design a more compelling map. I will also research into techniques used by environment artists on their work and also look at their work and concept art to get ideas for my map/environment. I will also look into related games, T.V and film like the games I previously mentioned, Skyrim, Dragon Age, Game of Thrones, Oblivion, Lord of the Rings etc. This is for ideas on what assets I need and how their multiplayer maps work. After I have gathered my research I will produce some drawings and sketches of how the map will look and how some assets will look. This will help me to start blocking out the map which I will do in UDK using BSP or quick models made in 3DS Max. The design section of this goal will be on going as the map will always be evolving and changing throughout building.
Following on from my 1st goal my 2nd goal is to create the main area of the map using my designs and research I have gathered. I will create the larger assets of the environment like buildings, market stalls, carts etc. These will gradually start to replace the blocked out models. I will modular build the buildings so that the pieces can be reused to create a few different style of buildings, this will save me time not needing to create multiple different styles.
After I’ve completed my 2nd goal I will start to create smaller assets like barrels, crates, rubbish etc. This will make the environment feel lived in and not have it bare with large open spaces. The goal is to have the map/environment completed in the unreal engine with all collisions and lighting in place with no way to escape the map. I expect it to look like a completed piece of work with all models game ready and not look half built with block out models of BSP still around. The map/environment final piece hand in will include an executable file, the UDK and UPK files and hopefully a fly through and a series of screen shots.