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Brandon Jones Computer Games Design

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Page 1: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Brandon JonesComputer Games Design

Page 2: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Mind Maps Mind Maps

Page 3: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Moodboard - Underwater WorldMind Maps

Page 4: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Moodboard - Constant Wind and Rain Moodboard - Black and White

Page 5: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Research Task - Games Styles

Cel-ShadingCel-Shading is a style used in video games that makes the game appear to be flat. The reason why is because the world itself all has simple shading and a black outline. This can resemble a comic books style but the genre and feel of the game can very much vary. Video games that have used this style in the 21st century are very popular and have seen a lot of positive reviews. Games that use the styleThe Walking Dead and Borderlands

How it is relevant to the storyWhen games become more realistic they tend to become more serious, this is because they are going closer and closer to reality. With Cel-Shad-ing it gives an unrealistic feel to a game which a lot of people like in video games. With regards to Borderlands, it is a game not to be taken too se-riously, hence why the style works so well. The Walking Dead is set in a zombie apocalypse so the world will be in a horrible state. With the use of Cel-Shading and darker colours it can reflect the world of the dead.

Steam Punk Inspired by the machinery of the 19th century, Steam Punk is a style that reflects the steam-pow-ered technology of the time and is a very popular fashion style today. The style tends to use lots of Victorian clothing, cogs, goggles and other metallic materials. This type of style tend to work best in the Fantasy or the Horror genre.

Games that use the styleThief and BioShock

How it is relevant to the storyThief is a stealth based game set in a city inspired by the Steam Punk style. Using he aesthetic of this style and using some Gothic and Victorian styles also; it makes this dark and creepy environment, and at night time it really ties together the stealth theme they had going for this game. Using the steam punk allows the game to transport you to entirely different world, and really sets the scene for this stealth game. It is a similar feel with Bio-Shock. Although the games are separate with Thief being a Stealth game and BioShock being a First Person Shooter, the style of steam punk is able to send you to an alternate world beneath the water or in the sky.

ExaggerationThe style of exaggeration is when things are taken to the extreme. This can relate to any-thing from the games story, to the people within that world. Most games tend to exaggerate the characters within, giving characters unrealistic bodies. Both genders tend to be exaggerated, with men having large muscles ad really tall and women having the hourglass figure.

Games that use the styleDeadpool and Bayonetta

How it is relevant to the storyDeadpool and Bayonetta a very similar games. Both rely on combat and shooting, not to be taken seriously and also have a lot of exagger-ation when it comes to the characters within the game. Deadpool is an anti hero character that does whatever the voices in his head tells him to do, there are lots of cut scenes and moments within the game where Deadpool will talk to the player or make inappropriate jokes at important parts of the storyline. Likewise with Bayonetta, it has exaggerate British accents, over exagger-ated bodies for women and jokes made during important moments in the story. These games are not to be taken seriously, which is why the Exaggeration works so well for them.

PixelA popular style of digital art that creates imagery using pixels. When video games had first start-ed out, Pixel was a very common art style and a large majority of the games back then used this style. The style itself is not as common as it was back then but it is still very popular. The art itself tends to be quite vibrant and colourful.

Games that use the styleMinecraft and Papers Please

How it is relevant to the storyMinecraft is a 3D game where you build whatever you want using blocks, which if you think about it is very similar to Pixel art itself. Using small blocks of colour to make a big picture. This game was very popular because you could be so cre-ative. By having so much colour and having so much room for creativity Minecraft became a sen-sation. Pixel games tend to be quite light hearted and fun games and don’t tend to have many seri-ous moments however the game Papers Please is a Pixel art game that uses the style to create dismal tones and reflect a communist Russia.

Research Task - Games Styles

PhotorealismThis is probably the most popular and most well-known type of video game style. This style is when a video game tries to look as realistic as possible, mainly using the best gaming en-gines available in order for the game to look as if it was in real life. This style of game gives the player a chance to properly immerse themselves in the world that they are in. This is a very diffi-cult type of style as it takes quite a long time to make everything look perfect.

Games that use the styleTomb Raider and Mirrors Edge

How it is relevant to the storyBack when Tomb Raider first started out in 1996 it wasn’t very realistic, mainly for the reason we did not have the technology at the time. The game itself had very polygon shaped char-acters and the textures looked very blurry but none the less it did make a great game. Now in 2016 Tomb Raider looks more realistic which would make it appeal to a large audience but also makes her challenges more daring. Back in 1996 when Lara would swing across a high ledge it didn’t seem that threatening. Now look-ing at the endless drop beneath her feet and the environment around her, it makes the game more thrilling. Mirrors Edge, although quite an unrealistic plat former, has very realistic graph-ics. The game itself is set in first person, which allows the player to be more immersed in their environment.

CyberpunkThis style tends to focus on a world where comput-er and technology are way more advanced and are a way of life. This allows for a more futuristic game and limitless possibilities with the direction of the game.

Games that use the stylePerfect Dark Zero, Remember Me

How it is relevant to the storyPerfect Dark Zero, although quite an old game it is still a great example of what cyberpunk is. The game is set in the future with you playing a secret agent, you have lots of different weapons, gadgets and platforms to navigate around. Without the game having this Cyberpunk style it would proba-bly just be another cheap knock off of James Bond; because it is set in this futuristic world it has a lot of originality and everything in the game feels new and fresh even if the game is very old. Remember me is a more recent take on the cyberpunk theme, it is where your very memories are stored online. It is set in the year 2084 and robots, holograms and prosthetic limbs are the future. Memories are now stored online and can be deleted from a person entirely. Memory hunters use these as weapons and takes a concept so far in the future that could become a reality sooner than we think.

Anime and MangaAnime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side. The whole style does tend to have characters with large eyes and the characters tend to have bright clothing or hair. This style is very popular in modern day culture.

Games that use the styleArcana Heart and BlazBlue

How it is relevant to the storyArcana Heart and BlazBlue are both fighting games based around the Anime theme. The characters are all drawn and are in 2D. The games cut scenes are not animated however they have the characters present on the screen when talking, conveying different emotions through different drawings. Most 2D fighters are not doing too well at the moment due to bad rep-utations (e.g. Street fighter 5) so with this type of style it does make these games stand out. The Anime and Manga style appeals to many different people which is why it works with these games.

Black and WhiteBlack and white games tend to be very simple, they are not limited to this however it is very pop-ular for them to be less complex. They also tend to have a 2D world but again are not necessarily restricted to this.

Games that use the styleNeverending Nightmares and Feist

How it is relevant to the storyNeverending Nightmares is a game based on someone’s nightmares, it is set in a 2D sketch world with the only other colour apart from black and white is red which was for the blood. The reason this style works so well for this game is because for one it is something fresh and original which not many horror games see nowadays. Lights generate white on the screen so you can see whereas if there is no light there will be sketchy black lines and monsters. It really helps to create tension and a great sense of fear for what is in the dark. Feist is another game that uses a 2D style and a black and white theme. The game is a 2D platform game where the entire world, including your character is black. The only thing that isn’t black is the tiny white eyes of your character and any other living things on the map. The background is dependent on the chapter of the story, one for each of the seasons.

Page 6: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Underwater World Description and Narrative

Where is it located?The game is located on earth within the bremuda triangle. Stranded on an island in the middle of the Bermuda triangle, technology is scarce, limited and unreliable. You rely heavily on natural resources to survive. Survivors will have to adapt to their surroundings and use the resources available to create living spaces or use habitats to survive on the surface. Some animals adapted to their new surroundings and others are completely new species. Although there is some land, a lot of the land is a safe zone from the hostile creatures in the water (where a lot of the resources are).

Time?The time is present day, so no futuristic technology however there is still use for the technology. The days and nights are still the same (24 hour days as on earth).

What’s the conditions?The environment on the land is quite passive, with few hostile creatures however in exchange for that the surface is very hot and even though there are some resources, there is not enough to sustain for too long on the surface. Below the water there is renewable resources but also there are more interest-ing creatures, but also hostile ones. There are resources to collect below that can be used above water (plants, food, resources for shelter). It is very hot above surface but cool in the water. There are caverns under the sea that the player can use for air or shelter.

Resources?Most of the creatures, plants and scrap can be used as resources. Creatures can be used as food and protection, Plants can be used for food, water, shel-ter and protection and Scrap can be used for specific problems and items.

What grows?There are lots of plants underwater that are healthy for the human body but some can be dangerous. There are some predators that contest this food and are aggressive.

Threats/Hostile?Some plants and animals are hostile, the deeper you go below the water the larger the threat of harm increases. Also the player has to survive using the resources of the island so staying above the surface will not keep them alive for long. Plants and animals are hostile below water, and there are very little threats above land apart from starvation, dehydration or heat.

NarrativeYou are on a small boat with friends cruising across the sea, eventually you lose track of time and your boar starts to drift into the direction of the Bermu-da triangle. Eventually a storm picks up and waves become more forceful. Eventually the small boat is engulfed by the waves and the boat breaks apart. Soon you wake up on a desolate island alone, the storm has passed however your friends are all lost and presumed dead and you have no way of get-ting home. Eventually you find the bodies of previous inhabitants of the island, stranded alone in the ocean like yourself. Your goal is to now survive in the harsh conditions of the island and find a way to get home.

Style Sheet

Style Characteristics

Cel-ShadingFrom what I have looked at, there doesn’t seem to be many games that are survival that have a cel-shaded style, let alone any cel-shaded wa-

ter games. This seems to be a gap in the market and would make my game stand out compared to

others.

ExaggerationExaggeration can be done with anything which

gives me a lot of flexibility but also to do different takes on things that already exist would be in-

teresting to do. For instance, starfish tend to be quite small so to make one with patterns, brought colours and very large would be interesting for a

player to see.

Environment breakdown

There are small islands of land, with a few forests full of building resources however there isnt much food above ground. Below the water is lots of resources and food to use however there are lots of hostile creatures there. The waters are all dif-ferent, some being frozen over, some choppy and other are clear and shallow. Abandoned cluster of islands. Normal on land. Below the water the gravity will be different obviously because they are now in a liquid, rather than walking on a sur-face.

Theme Characteristics

SurvivalThe game itself needs to be hostile. Survival games tend to work along side a resource meter of some sort. By having both hostile enemies and resources it forces the player into risky situations to survive. Making

the game more intense.

Alone vs. HostileBeing alone in a game can add a certain fear to the player, knowing you don’t have any friends or any

friendly ai to rely on. There will have to be some passive creatures how-ever the main focus is that most of

the animals present in the game will be hostile and will attack if near the

player.

ScavengingResources will be located around

the game but if you have just a sin-gle objective to survive it will make the game very boring very quickly.

By having things to scavenge in the game it adds depth to the story and gives the player reasons to explore the game further and keeps them

interested.

How will I make it my Own?

I want the enemies and structures to be quite unique. By making hybrid animals and new spe-cies to what we already know would be interest-

ing for a player to encounter in the world. Also the structures to build above and below water. Scav-enging will be one of the main mechanics in the

game.

References and Influences

SubnauticaSubnautica is an underwater survival game that is based on an alien planet with no islands, only bases that you have to make using the materials on the planet. The creatures on the planet are all new and all different. This inspired me to make

my own types of creatures .

Stranded DeepThis game is another type of survival game that relies on the waters in the game. This game has

randomly generated islands about the game and earth animals in the water. This inspired me to use a scrap mechanic as it makes the game

more interesting for longer. Looking at game play of this game it would have been really boring

after a while if there were no guns, maps or items to collect.

Page 7: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Initial Ideas

Hut ideas

My initial hut ideas followed the theme of survival, as my game will be on a deserted island I had to take into account that there would not be the most up to date materials there. I had to try and use the resources around me. So I had used sticks, stones, leaves and other resources that would be available on an island. Unfortunately this left me very limited with my ideas and could only go so far into the whole survival theme. Then I started to look at cabins, I liked the style of some hand made cabins and how they are used as a shelter; this ideas is what I had developed.

Ship ideas

After I did the final design for my cabin I was still not sure if this was going to be my final design for my model in game. This is when i started to look at different types of aquatic vehi-cles ranging from boats, to submarines. Eventually I settled on a fishing boat, the reason behind this was that lots of fishing boats have a room of which everything is controlled from, this makes it an ideal shelter because it has something that some-one could possible live in. This let me have something modern in my world where it is based on pure survival.

Initial Ideas

Page 8: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Development Ideas

Hut development

After choosing my cabin to develop I and looked at how the logs would have been arranged. I had looked at horizontal logs, vertical logs and planks. I thought each idea was good but the horizontal logs gave it a more cabin feel. The planks looked very man-made and not natural and the vertical style made it look like it was going to fall apart. For the roofs I had looked at leaves, planks and logs; gain I felt the logs looked better for the cabin I was doing, leaves did not make much sense and the planks looked to industrial. Finally for the doors, I looked at different types of materials ranging from leaves to logs. I liked my ideas of having leaves on a stick but it looked so out of place and weird, like it didn’t belong there. I liked to stick with the logs ideas again.

Development Ideas

Boat Development

I had then chose the fishing boat out of the four boats. This was because it was a decent size, had a deck on top which can be used as some sort of shelter and I can be quite flexible with how it looks. The reason I have chose to do boats over the log cabin is because the log cabin was way too simple for me, it was very boring for a game and my textures would be the exact same throughout.

I then did a drawing of my boat and experimented with how it could look. I couldn’t not change the shape of the boat too much but I could change the textures and qualities that the boat had. I did two designs for the sides of the boat, the floors and the windows of the deck. I had decided to do for my final design to have a single stripe going across the side of the boat, 3 windows for the front and sides of the deck and to have panelling on the floor of the boat.

Page 9: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Final Ideas

Why I didn’t choose wooden log cabin

I really liked the work that I did or my log cabin however it was way too simple for me to do. It was a generic house with log style. Most of my textures would be do-ing to work and my model would be so easy to make and not show off my skills in games design. I did try and explore different routes I could take to make this design better however I felt it was better to explore other routes than just carry on with something that wasn’t going to work in the first place.

Why I chose the ship

I feel that the ship was the best way for-ward for my game. It fits in well with my narrative and story of the game, it fit well with the environment that it is set in. I feel that I can be very flexible with this idea and it shows my skills within 3DS Max.

Final Ideas

Page 10: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Primary Textures

For my primary images I had to get an image and put it into a Photoshop document. I had to make the document 1024 x 1024 pixels and a 72 resolution, When the document is set up correctly I saved the changes. I then opened the image up in Photoshop and used the perspective tool. By holding shift and dragging from the corner I am able to make a perfect square. After this I saved again and then moved on to offsetting the image. I saved the document separately at each stage so if there were any mistakes made I could go back and fix them if need be. I went to filter then offset and made sure the horizontal and vertical were both set to 512. The image is then separated into 4 separate images and by using the clone tool I am able to make the image look unedited. By doing offset it allows the image to be tiled, this means that the texture when added to a model or a surface it will look professional and wont have seams separating each image of the texture. In essence, it makes the image tile without showing seams. After that step I set up a new document. After copying and pasting the new image into a 2048 x 2048 document 4 times and merging all of the layers I then saved the document as diffuse. I then made 3 new documents. I had to make a Bump Map, then a Normal Map and then Finally a Specular. I did the normal and bump map by going to Filter, 3D and then to the said maps. I then adjusted the levels until the map looked 3D and then saved the doc-uments. For the final texture I had to desaturate the image and then adjust the using the Levels tool. I had to make an extreme contrast of black and white.

Stage 1Setting up the document

Stage 2Offseting the im-age and tiling

Stage 3Bump map

Stage 4Normal

Stage 5Specular

Original Textures

I first of all made the image on a 1024 x 1024 pixel document. I then filled the page with light blue. After that I got a brush that had lots of bristles. I went diagonally across with the brush then used the colour mixing brush to blend the colours together. I then went over with a darker blue and repeated the process. I then added some very light blue for highlight and then started to play about with filters. I then used the Ripple filter which made the texture look like water. Now I have my texture built up from scratch I could now make all the Maps and documents for this texture. I off-setted the image and cleaned up the line and tiled it afterwards on a 2048 x 2048 document and then made the maps; Normal, Bump and Specular. After this I had to go back to each save I did from each stage of making the texture and used Save As to make a duplicate document but in JPEG form.

Page 11: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Original Textures

Similarly to how I did my water texture I started out with two colours, one light and one darker. I had filled the page with the dark brown and went over with the brush in a light brown. I then blended the two colours together. I then added in some light yellows, oranges and some reds and blend-ed again. After this I had used the Noise filter to then create the grain effect that sand has. The texture was then complete so then I had to do the process of making the maps. I then used the off set tool on the image and removed the lines using the clone tool and then copied and pasted it on a 2048 x 2048. Copy and pasting 4 images and then merging so I can make my Maps. I went to Filter and created my Bump and Normal map and then I desaturated the image and made an extreme contrast of black and white to make the Specular Map. After this I went back to my saves and duplicat-ed of each one, but saving it as a JPEG.

Thumbnails

Large wave and storm. Stranded on the island. Looking about the environment.

Underwater Caves.Underwater Plants.Nearby Islands.

Page 12: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max DocumentationI started out the process of making my model by making a cuboid. The reason why I chose this shape is because with a rectangle by adding geometry it is easier to mould than perhaps a pyramid or a sphere. By clicking on Cube and then dragging I was able to make the shape.

After I had made the original shape I had added geometry, which was6 by 6 by 6 and then after this made it an editable poly. This means that I now have some geometry to work with when making the original shape of my boat and also I can now edit the shape I have made.

The first thing that I did with my boat was drag out the front of the boat, the shape was good but I felt I added way too much geometry , just for the starting bit of the model making. I de-lete that model and started anew and did 6 x 6 x 3. The rea-son why I did this was because if the start of my model was poorly done because I had too much geometry it would have a bad final outcome. If I needed to add more geometry later on a I could, but for the start this was the correct amount.

I repeated what I had done so far to get to the basic shape of the front of the boat. I had pulled out the boat by selecting each of the vertexes in a line and using the move tool to pull them outward. Then repeating the same process in order to smooth it out.

Page 13: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max DocumentationI extruded out the edges on the top of the boat to make them pop up, this way it makes it look more like the boat that I had done in my concepts.

On the top of the boat I had extruded some polygons to make the deck of the boat, this was very simple since I just used the polygon selection tool and then extruded the selected areas.

By using the scale tool to make each geometry layer smaller and smaller, causing an effect similar to a pyramid, where each layer is smaller than the other. This way it makes the cuboid look more boat shaped however there is still a lot of work to be done.

Fixed some problems with the bottom of the boat (polygons sticking out of the boat). When doing the resize of each section of the boat some polygons did start to stick out however this was normal for what I was doing. I used the vertex selection tool and moved them into the correct place.

Page 14: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max DocumentationAdded more geometry to make the windows, roof and pillars. This is very important because if I was working with limited amount of geometry I would not be able to make any features on my model, such as the windows.

By using the previous geometry I had added I am able to make the pillars. I extruded the edges out to make a roof using the pol-ygon selection and extruded out two pillars below. The two are not connected yet so that will have to be done soon.

Attached the pillars of the boat by lowering the roof using the move tool and using the weld tool afterward to attach the polygons.

I had to remove some geometry as it was causing me some problems, however this later cause me problems. Also with the addition of me extruding the deck out further added even more problems when it came to unwrapping. To solve this problem early on I should have checked the model us-ing the X-Ray tool (alt + x). I would have seen the problems immediately and been able to deal with it.

Page 15: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max DocumentationAdded more geometry at the bottom of the boat. I did this so that I could add the keel of the boat. I did this my selecting correct lines, ringing it and the selecting the amount of geometry I want-ed.

Using the new geometry I had added I had used the polygon se-lection tools and extruded it. After I had done that I had adjusted the keel and got made it as straight as possible.

At the bottom of the boat the keel was just a square. I had re-moved 2 pieces of geometry and had wielded the edges togeth-er. This made the sharp edge at the bottom of the boat and looks a lot better than a cube ending.

By using the geometry I had added in before I was able to use the polygon selection tool to select what I wanted and then used the bevel tool to make the window.

Page 16: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max Documentation

Added geometry for door at the back of the boat like I did for the window of the boat. After this I had bevelled it.

After this the door was not too visible and just looked like more geometry, by extruding out the door frame it made it look like a separate past of the wall.

I then wanted to add another set of windows to the side of my boat. When the geometry tool was not working correctly i decid-ed to check my model using the X-Ray tool. Unfortunately there were problems internally that I had to fix. This was because I had extruded a part of the boat earlier. I had to go inside my model and delete the part that was causing me problems.

I had deleted the side panels of the boat to delete the areas that were causing me problems, now I had two sides of my boat completely open.

Page 17: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max Documentation

I had selected the correct polygon and dragged it across using the move tool. I had moved it to the edges of my geometry above and below and then welded the two edges together. After that I had used the bridge tool and connected the last polygons together, this sealed that gaps in my boat.

I had then added the windows to the side of my boat by adding the geometry I needed and bevelling windows in on each side of the boat.

This is when I started to unwrap my textures. I had then went to modifier list and then went down to Unwrap UVW. Then I clicked on Open UV Editor. This then caused the window on the right to open up. I had then set out my page correctly so that I could work on both of the windows at the same time.

By using the move tool I dragged the squares out of the black and white square box. The squares I had moved are my model, each of them was a side of the boat. The green lines on the left on my model are seams. This is where the textures are separat-ed.

Page 18: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max Documentation

This was halfway through my unwrapping process. To unwrap I had to select the parts of the boat that I wanted using the polygon selection. Then I had to Break and then Move the wrappings to a separate area so I know what has been unwrapped and what has not.

At this point everything had been unwrapped. I had organised everything so that wrappings that had the same texture were clos-er together.

By selecting all of the textures and then using the scale too I was able to make everything smaller. This is so it will fit back inside of the black and white box again. This is so I can then texture my model.

Everything was then packed into the box and I am now ready to texture whenever I need to.

Page 19: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

3DS Max Documentation 3DS Max Documentation

There was a major problems with my model that had caused a lot of problems when coming to unwrapping. Looking at certain wrappings you could see that polygons were overlapping and some places were not attached. I had then fixed the problems on one side of the boat. After that I deleted the other half of my boat. Then I had used the modifier list and used symmetry. This replicated the side of my boat and had fixed the problems with my model.

However due to the changes that I had made with my model it meant that I had to start all my unwrapping again from the begin-ning. This was annoying however from me doing my wrapping before I already knew what parts were going to be together and what we’re going to be separate.

I had then finally unwrapped my model and separated the parts into groups that would have the same textures.

I had then scaled all of the parts down and then fitted them into the black and white box again. Now with my model and wrap-pings finished I am now ready for texturing my model.

Page 20: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Unity DocumentationUnity Documentation

I first started out by opening Unity and downloading the correct assets; Character and Environment. I then went to the tab Game Objects and then clicked on Terrain. Terrain is where I will build my world.

I made a rough layout of where I want my islands to be. I did this us-ing the Raise/Lower Terrain tool.

When I decided where my islands were going to be I made the terrain the maximum size.

I added a sand asset to my world, this was not my texture so I would have to make my own and change this.

Page 21: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Unity Documentation Unity Documentation

Walking around my world the terrain felt too small. I then decided to make a larger terrain and repeat the process I just did.

Planned out where all of the caves and bumps will go.

I then had to add water. I did not like the still water asset so I in-stead experimented with the Advanced Water Asset.

I then flattened the top of world so water is right size.

Page 22: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Unity Documentation Unity Documentation

Moved the water height about and experimented with different heights, this is the best position for the water.

To make to world look more realistic I made a second Advanced Water that would expand way further than my world, this way the water looks infinite rather than ending like a box.

The waves are clearly shown below the first layer of waves and looks like a bug. Also the waves become stronger the wider they go and the eventually makes them poke through the islands.

Instead of adding another Advanced Water that was four times the size of my world I had tiled extra Advanced Waters on each side of the original. In essence a 3x3 grid of them.

Page 23: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

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I then imported my own sand texture that I had made on Photo-shop into the assets folder. This then loaded up into my game and I used this as my texture.

My texture was now added to my world.

I have noticed my world has a lot of mistakes in it around the edg-es.

I then used the smooth tool to make the edges smooth, this way it looks more like a sandy island than a rugged, square texture gone wrong.

Page 24: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

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I added a cube and increased the sprint speed of the fps camera in or-der for me to see what the player will see much quicker. The cube will not be in the end result of the game and the sprint will be reduced.

I added palm trees to the smaller island, now I need to do this for the main island.

Added forest and lake onto the main island.

Added small water in the middle of the jungle, need to raise the floor a small bit as the Advanced water is poking through under-neath and the pit is too deep regardless.

Page 25: Brandon Jones Computer Games Design · Anime and Manga Anime and Mange are two very popular styles of media, Anime being the animated side and Manga being the traditional comic side

Unity DocumentationFixed the problems mentioned before. The pit is raised so the Ad-vanced water no longer pokes through and also the player does not fall below the small water on the island.

Removed the cube, the top part of my world is finished.

I then saved my boat (which at the time has no textures or rendering) into my world. I had to move, scale and then add physics to the object. Now the boat is a physical object and cannot be walked through.

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