Final Year Project - Individual Portfolio

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My Team and "The Thinking City"

Team Robo-Kraken

Team Robo-Kraken consists of four members: Jason Lynch, Dylan Reilly, Eoghan Maguire, and I.
Each of us fulfill different roles as part of this project, but also work in tandem with one another with the goal to make "The Thinking City" a successful final year project.
More information about the team can be accessed via our Team Mahara page - listed here.

 

"The Thinking City"

The Thinking City is a game birthed from a series of pitches done within the team, the originator being Jason Lynch. From here the concept evolved as the entire team began to work with it.

TheThinkingCity_Logo_Old.png

The Thinking City is designed to be a vertical slice of a conceptually larger single player game, intended to reflect the small scoped game demos distributed up to and during the 2000s. You play as a silent protagonist who enters the secret underground city after receiving a mysterious invitation. On arrival, you find that the entire technological paradise has been abandoned, with no signs of life. You are greeted by an A.I. character named T.R.I.S.H. who guides you on a journey to figure out the mystery of its downfall, and to restore prosperity to the now desolate underground metropolis. The game is primarily focused on delivering tone and atmosphere in its environment, as well as storytelling in its non-player character dialogue and environmental detail.

The virtual slice intended to be developed for this project sees the player during a section of game in which they have been trapped in a lab environment, patrolled by seemingly possessed Service Robots that become alarmed to any noticeable movement and sound. This part of the game takes place during the players excursion into the Science District - one of the 4 districts of the city. During this slice of gameplay the player will need to carefully and tactically explore the lab environment, with the goal to restore full power to the facility and open the door to escape.

The player shall have little in the ways of defending themselves. Instead, the player will need to manipulate the attention of their robot adversaries by throwing distractions (that the player has but a limited amount) and by moving carefully around the environment, hiding behind objects or escaping through constantly opening & closing malfunctioning doors.

Aesthetically, there are a number of games have influenced what we intend for the game's "look". Games such as Doom (2016), Bioshock, The map "Five" from Call of Duty: Black Ops, Portal 2, and Alien: Isolation among others have been heavily influential in terms of our core aesthetics & tone. We aim to create an unsettling, dilapidated, yet futuristic environment for the player to roam that enforces an implied narrative aspect of the game.

 This game is geared towards a rather specific sort of player - one who is represented by this persona that we designed:

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A game trailer that I edited for this project can be seen below:

Roles

Details

Relevance of My Roles to the Project

How are my roles relevant to the project you may ask? Well..

Lead Artist

The role of Artist is incredibly important in relation to this project thanks to its heavy emphasis on tone and atmosphere. For us to construct a convincing and suitable sense of the game, we need to be able to design characters and an environment that feel part of the same continuity / setting that reflect the narrative of the game, fulfill their intended purposes, and that are informed based on examples from within and outside of the game industry. To fulfill this role, I shall create art concepts and designs digitally, using a Wacom Intuos 5 drawing tablet and a fully licensed copy Clip Studio Paint.

 

Character Design, Modelling, & Texturing

For the non-player and player characters in the game to exist in the first place in a 3D context, they must be modeled using 3D modelling software. Without character models, our game would lose a massive portion of itself - that being the enemy robots that patrol the environment as well as the player's presence within the game (hand / arm model that does actions during animated sequences). I shall be creating all of these models as well as fully rigging them within Blender 2.8, a piece of software that I will adapt my 3DS Max knowledge to in order to make use of the new Blender update's improved functionality & usability.

For each of these models that I create, it will be necessary for them to be textured and presented in a way that fits them into the general aesthetic of the game's environment, as well as communicate the character's attributes. To create textures and materials and also apply them onto any characters and /or objects I make, I shall be availing of Allegorithmic's Substance Painter - on a student license.

 

Character Animation

Characters in games need animation to communicate a number of things. Their personality, their function, as well as their condition and context within a game's world. Animations pull the player into a given character and their actions a sense of believably, invoking an emotional response that reflects a character's intended design specifications & purpose. Without animations, it is very possible that the game would seem flat and lose any and all of its intended impact. Animations will be created in Blender's animation workflow, then brought over to Unity for splicing, testing, & implementation into its animation state machine system.

 

VR Lead

After a certain point, we decided to re-gear our game concept towards being a VR game. As a result of this, I took up the mantle of VR Lead. It is important for us to have a member in this specific role as none of us had been familiar with VR prior, and there are many pitfalls that one can fall into when developing without reference - e.g. motion sickness, immersion breaking interactions, etc. In this role, I would experiment and design different interactions for our game in VR, researching best practices in order to avoid creating an unpleasant experience, as well as learning more about how VR works in Unity.

 

Personal Goals for Project

Over the course of this project there are a number of things I wish to accomplish and put further work into, whether through research or practice.

Generally, I wish to improve my artistic ability - specifically in the field of character design through the robot characters present in our game project, but also attempt to create environment art that communicates the game's setting, aesthetic, mood, and atmosphere. I shall be putting effort into researching lighting & light properties, environmental composition, and how to elicit an emotional response from the player through the game's presentation.

Additionally, I wish to learn how to properly model and rig characters to a production standard for use in the Unity engine. There are a number to aspects of this that I wish learn more about and implement into the game's character models - namely: UV mapping, Texturing, Rigs (focusing on bone weights and kinematics), as well as how to make use of Unity's animation state machines. I will also be working with Unity's lighting & shader system.

I will be putting time into researching how these things are done currently in industry, as well as following a number of courses when learning how to make use of unfamiliar software. Any and all resources & references I use during the project will be available via the 'References & Resources' section of this Mahara page.

 

Project Journal

Week 27 & 28 - Leaps & Bounds (Sprint12) [21th - 1st April 2020]

Week 27 & 28 - Leaps & Bounds (Sprint12) [21th - 1st April 2020]

in GD4 - Team Project Journal
Week 26 - PANDEMIC or "How the 2020s will be remembered for the rest of time" (Week 11) [14th - 20th Mar 2020]

Week 26 - PANDEMIC or "How the 2020s will be remembered for the rest of time" (Week 11) [14th - 20th Mar 2020]

in GD4 - Team Project Journal
Week 25 - Hacker Mode :sunglasses_emoji: (Sprint 11) [7th - 13th Mar 2020]

Week 25 - Hacker Mode :sunglasses_emoji: (Sprint 11) [7th - 13th Mar 2020]

in GD4 - Team Project Journal
Week 23 & 24- Spooky Skeletons & Holographic Storymode (Sprint 10) [22nd- 6th Mar 2020]

Week 23 & 24- Spooky Skeletons & Holographic Storymode (Sprint 10) [22nd- 6th Mar 2020]

in GD4 - Team Project Journal
Week 22 - Again, Again, Again! (Sprint 9) [7th - 14th Feb 2020]

Week 22 - Again, Again, Again! (Sprint 9) [7th - 14th Feb 2020]

in GD4 - Team Project Journal
Week 21 - VR is kinda jank.. at least when I try to do it. (Sprint 9) [1st - 7th Feb 2020]

Week 21 - VR is kinda jank.. at least when I try to do it. (Sprint 9) [1st - 7th Feb 2020]

in GD4 - Team Project Journal
Week 20 - IT LIVES!! (Sprint 8) [25th - 31st Jan 2020]

Week 20 - IT LIVES!! (Sprint 8) [25th - 31st Jan 2020]

in GD4 - Team Project Journal
Week 19 - One Way Ticket to Hell and Back (Sprint 8) [19th - 24th Jan 2020]

Week 19 - One Way Ticket to Hell and Back (Sprint 8) [19th - 24th Jan 2020]

in GD4 - Team Project Journal
Week 18 - Auto-Robotic Transfixiation (Sprint 7) [12th - 17th Jan 2020]

Week 18 - Auto-Robotic Transfixiation (Sprint 7) [12th - 17th Jan 2020]

in GD4 - Team Project Journal
Week 17 - New Year, New Robot (Sprint 7) [6th - 11th Jan 2020]

Week 17 - New Year, New Robot (Sprint 7) [6th - 11th Jan 2020]

in GD4 - Team Project Journal

References & Resources

Art

Gurney, J. (2010). Color and light : a guide for the realist painter. Kansas City, Missouri: Andrews McMeel Publishing.

Aaron's Deign Class YouTube Channel - published 5 December 2018 - "Silhouette Drawing Methods".  https://www.youtube.com/watch?v=lGL878oEh9k

Mart's Struggle with Drawing - published 14 July 2016 - "About Using Silhouettes in Character Design - DigitalDrawingStruggle". https://www.youtube.com/watch?v=GTdfQIHiJ9Q

Sycra - published 28 June 2017 - "Going From Grayscale to Colour". https://youtu.be/oQOFPraUNoQ

My concept art speedpaint & misc playlist: https://www.youtube.com/playlist?list=PLdt1gbIaw0MY6D-AjzcZVG2WnxyEC5PTu

 

CLIP STUDIO TIPS. (2019). How To Create Glitch Effect. by ayu.shi - CLIP STUDIO TIPS. [online] Available at: https://tips.clip-studio.com/en-us/articles/1931

I.A. Magazine. (2019). The Art Of Doom : 40 Concept Art. [online] Available at: https://www.iamag.co/the-art-of-doom-40-concept-art/

Robot Design Feedback Google Form: https://docs.google.com/forms/d/15WtoIL12YhT6mfXI88wj68eUelI7AoK7yHTKPMj5NmI/edit?usp=sharing

 

3D Modelling

Julien, D. (2019). Blender 2.8 The complete guide from beginner to pro. Link: https://www.udemy.com/share/101WyMCUAfdVlWRXg=/

 

Texturing using Substance

Substance 3D. (2019). Substance | The leading software solution for 3D digital materials. [online] Available at: https://www.substance3d.com/

80.lv. (2019). Benefits of Procedural Materials. [online] Available at: https://80.lv/articles/benefits-of-procedural-materials/ 

Innocenti, U. (2019). Comparative Case Studies: Methodological Briefs - Impact Evaluation No. 9. [online] UNICEF-IRC. Available at: https://www.unicef-irc.org/publications/754-comparative-case-studies-methodological-briefs-impact-evaluation-no-9.html

Gdcvault.com. (2019). GDC Vault. [online] Available at: https://gdcvault.com/

Gdcvault.com. (2019). Texturing Uncharted 4: a matter of Substance (presented by ALLEGORITHMIC). [online] Available at: https://gdcvault.com/play/1023488/Texturing-Uncharted-4-a-matter

Gdcvault.com. (2019). 'Marvel's Spider-Man': A Deep Dive into the Look Creation of Manhattan (Presented by Substance). [online] Available at: https://gdcvault.com/play/1026495/-Marvel-s-Spider-Man

Substance. (2019). Blade Runner 2049’s Oscar-winning Texturing Workflow at Framestore. [online] Available at: https://store.substance3d.com/blog/blade-runner-2049-s-oscar-winning-texturing-workflow-framestore

Kevin O. (2019) Learn the ART of Substance Painter. Link: https://www.udemy.com/course/learn-the-art-of-substance-painter/

 

Virtual Reality

Costas Boletsis and Jarl Erik Cedergren, “VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques,” Advances in Human-Computer Interaction, vol. 2019, Article ID 7420781, 15 pages, 2019. https://doi.org/10.1155/2019/7420781.

A.S. Fernandes, S.K. Feiner, "Combating VR sickness through subtle dynamic field-of-view modification", Proc. 3DUI, 2016. https://ieeexplore.ieee.org/document/7460053.

               - Supplement: https://www.youtube.com/watch?v=lHzCmfuJYa4

Ryan, A. (n.d.). Thoughts on Accessibility Issues with VR. Retrieved from ablegamers.org: https://ablegamers.org/thoughts-on-accessibility-and-vr/

Kim, W. Kim, S. Ahn, J. Kim, S. Lee, "Virtual reality sickness predictor: Analysis of visual-vestibular conflict and vr contents", QoMEX, 2018.

Carbotte, K. (2019). Do the Locomotion: The 19 Ways You Walk and Run in VR Games. [online] Tom's Hardware. Available at: https://www.tomshardware.com/picturestory/807-virtual-reality-games-locomotion-methods.html.

Nelius, J. (2019). How to combat VR sickness. [online] pcgamer. Available at: https://www.pcgamer.com/how-to-combat-vr-sickness/.

Get In Contact

Creating Art for our Game Project

In order to lay out a foundation for how the game should look, I created a number of designs for characters and environmental objects, as well as explorations of the setting's mood and lighting.

I have outlined my process to create, and the importance of both the Service Bot designs, Protagonist design, and Foyer environment art here.

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Texturing Our Robot Character Using Substance Painter

Procedural Texturing is a relatively recent development in the "AAA" development space. It is a texturing technique being adopted across the board and implemented in games like Control, Uncharted, Spider-Man (2018) and many other titles.

In this section, I will be describing how I went from learning Substance from scratch all the way up to having a completed Robot character textured and imported into a Unity project that uses the High Definition Render Pipeline.

Read about this here.

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Should We Use VR? - Trials & Experimentation

On the 22nd of November 2019, we as a team decided to commit to experimenting with Virtual Reality as a part of our game concept. We wanted to quantify the use case for VR integration within our project concept, so we conducted a study to do just that. I took charge of the background research portion of the project and assisted in the development of our test stage and authored the study structure.

Read about the process we went through here!

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Creating Character Animations with Root Motion in mind

Over the course of this project, I learned about Root Motion in character animation and applied this principle to our G.S.A. Tainted Robot character's animations.

I will go through the process I took to make use of this technique in animating my robot character, the problems I faced, and how I imported them into unity - here.

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Creating VR Interactions in Unity with SteamVR

After we shifted to VR, we found ourselves in the position where we needed a dedicated VR developer to design and implement systems for the player to interact with in VR. I took up that mantle. In this section, I will go over the process I took to create a number of VR game mechanics and the problems I encountered using SteamVR in Unity!

Click here to get to the page.