Abstract
For my Final Major Project I plan to produce a single player game level in the Unreal 4 Engine which will be initially focused on the environment and level design. All of the assets and environment will be produced by me in 3DS, I also hope to use Zbrush or Mudbox to sculpt some organic assets so it’s not just hard surface modelling I will be showcasing. I will also be able to show my ability to create modular assets where applicable. I plan to make the environment like they would be for the current generation of consoles so they will be high quality and not really low poly although will need to be optimized using high to low poly baking and I will be using photo realistic textures. I will design the level through a series of sketches with influences from concept art, games, TV/Film, collated images, books, other environment art and first hand research. The environment itself is going to be set inside a skiing lodge has been used previously as a safe house in a post-apocalyptic zombie setting. With it been used by potentially numerous survivors to live in.
The game aspect (for design purposes if not implemented) of the project will be that you play as a survivor in a zombie apocalypse and are searching for food, supplies and shelter. There will potentially be obstacles in your way like locked doors which can be passed by finding a key or object to break through. I would also like to include collectables that will explain the story of the environment and I would like a lot of the environment to be interactive and be moveable. I will be using blueprints to implement these mechanics and as I don’t fully know my capabilities with them the mechanics may change as the project progresses. The gameplay will be in a first person perspective so you can’t see yourself as I don’t plan to make a character, although I might look at the possibility of obtaining a gun. Adding the gameplay mechanics to the environment will allow me to explore level design more then I previously have and get me more familiar with a leading industry game engine. I would like it to be like a complete playable game (Demo) so menus will be included if possible as well as an ending. But the environment itself is the main goal.
Goals
The overall goal and what I want to achieve by doing this project is to learn more about environment art and the professional work flow involved as well as having a good portfolio pieces. It’s also to gain a better understanding of level design and create a playable piece that could be considered as a level or a small part of a level/Demo which will also be a good portfolio piece showing my ability to work within game engines.
Primary
- To produce an environment piece (minimum).
Secondary
- Add functionality and game mechanics.
Tertiary
- Expand the environment and add additional Interactivity.
Audience
The target audience for my project will be other game designers and hopefully potential employers so I would like it to look and be presented quite professionally. In broader terms I would hope it would be interesting to any artists as well as people who are interested in and play games. My plan is that my environments hypothetically if in an actually game would be for a maturer audience therefore being placed in 16+ or 18+ games.
Competitive Analysis
With me creating environment art there are already plenty of examples of this around and I will look to emulate a professional work flow and use professional techniques that are already used in the industry so my work will not differentiate in that way. I hope my work will differ with the designs I produce for the environment combined with the gameplay mechanics.
Project Content
- A playable game fragment.
- Flythrough/video of the environment. (Either camera or someone playing)
- Beauty shots of the environment.
- Executable’s
- Design document. (Research included)
Functional Requirements
Software Used..
- 3DS Max
- Photoshop
- Xnormal
- Crazy Bump
- Unreal Engine 4
- Mudbox or Zbrush
- Marmoset Toolbag 2?
Technical Processes..
- Modelling
- Sculpting
- Texturing (Hand Painted, Stylised, Realistic)?
- High to low poly baking (Projection Mapping)
- Blueprints (Unreal Engine 4)
- Professional Workflow (Research)
Project Structure
I have created a Gantt chart and timetable which will be on my blog to help me organise and use my time appropriately. I will make regular updates on my blog to help keep track of what I am producing.
My proposal is subject to change as the project moves forward.