Sunday 18 January 2015

Week 16: Building our Dystopian City.

   So this has been another packed week full of container project work.  This week we have made quite a lot of progress on the city, having gotten majority of the assets built, a lot of the interactivity sorted in engine, the level layout sorted and a firmer idea of the look of the level.
   I've sort of split my time between building and unwrapping objects and creating more paint overs to help us out with how the level will look. I've been trying to get into the habit of building assets then getting them unwrapped with light maps sorted straight away, because it just saves so much time and gets everything done and out of the way.
   We've been creating a lot of modular assets, which we will be able to use to clutter the area and really build up the aesthetics of the level.


   This was the stage that the assets were at very early on in the week, we have progressed with them so much since then. We are making sure to include lots of little details that will really bring the level to life, like bottles and food cans, TVs with candles in them, weapons, etc.


   Mark has created some incredible 'God rays' coming down from the ceiling which create an excellent atmosphere through this corridor. He's also made some excellent dust particles and added sound which really is starting to bring the level together.
   
   As well as this I have been looking more into the look of the level. I thought it was important that we come to more realisation about what our scene should look like. I also produced some potential interiors that we could use. I tried to make these look fairly derelict but still like someone could have potentially tried to make a home here. 



   On Thursday we had our presentation, which I think overall went quite well. The main worry with our level seems to be that it still may be too complicated and long. In response to this we shortened the beginning a bit, but a lot of the most difficult mechanics of the level are mostly sorted out, and when it comes to aesthetics, modularity will play a big part here. We have also been looking slightly deeper into the story and look of the level. We looked at shipwrecks and the dried up Aran sea, where there are a lot of abandoned rusted up ships. We came to an idea that this could maybe be an old dried up seabed. I looked at more reference and colour picked various inspirational images. Some of my favourites were from the films 'There will be blood' and 'Waterworld'. There was a gorgeous contrast between the rusted browns and the blue of the sea in Waterworld, which I really wanted to try and incorporate somehow. I also really liked the bleak look of 'There will be blood', so I tried to combine these. 



   This is a paint over I produced from these ideas. The sky is bleak and unfriendly, with smoke from fires. I thought the contrast could maybe be achieved by blue tarpaulin instead of sea, just to add a really nice accent of colour to break up the rather brown aesthetics of the scene. 


   Over this weekend I've been building and unwrapping even more assets and now I think we have a really good amount to be able to keep it interesting. I also tried to make some fairy lights that could be used in the scene. It's conceivable that people could have found these and want any way possible to make their living space more pleasant to look at. This unfortunately took longer than I thought it would, even though it's just a texture map plugged into emissive colour. I think this is because I'd been trying to look at lots of different possible methods of creating this, and hadn't realised how simple it was to create emissive textures, because I haven't really used them before.


      I'd been hoping to create some seamless textures before the end of the weekend, to make rusted metal and so on, but I haven't had a chance to as of yet. I'm going to do my best to create a few before the end of this evening.




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