Monday, November 26, 2012

Wednesday, November 21, 2012

Modular Pieces

For Level Design had to create a level and using 5 modular pieces.
Done in Maya.



Two Levels
My two levels consist of an outside gate surrounding some stairs that leads into an underground tunnel or bunker. The inside part of the level is underground where the player comes from above climbing a ladder.
Part of the mission was to model five modular pieces. So I’ve built a set of stairs, a gate doorway, a part of a metal fenced gate, a damaged part of the fenced gate and some floor platforms.
The 7 keys are as follows:
Time: From Monday November 19, 2012 to Wednesday November 21, 2012
Tech: Autodesk Maya 2012
Limitations: Recycled some assets.
Requirements: A part of a complex that leads into a gated area that leads into underground. It is realistic horror feel of the mood of the game.
Purpose: A path that leads below ground.
Gameplay: Explore the area a look for clues and/or supplies.
Theme: A part of a mysterious mansion.

Outside gated area

Underground tunnel area

Arched entrance door piece
Gate piece

Damaged gate piece

Platform piece
Stairs


4 Room Greybox

For Level Design I had to create a Floor Plan of a 4 room level.
Done in Illustrator.


Monday, November 19, 2012

Terrain, Natural Landscapes and Lighting

For Level Design class.



Terrain, Natural Landscapes and Lighting
When it comes to terrain sometimes what it is used is called heightmaps. Heightmaps are   images used to serve or interpret terrains such as mountainous areas and rocky areas. Some advantages to modifying heightmap terrains is that they’re quick to do and texture. Some disadvantages are that sometimes they’re simple to do and require little effort to create larger versions of them, therefore, mistakes can often occur. A heightmap terrain uses same sized polygons which can end up in terrains looking and feeling unnatural. Therefore, it is recommended that heightmaps are left to use for smooth terrains like smooth hills. Also, for more complicated terrains, using noise features on the texture is not recommended because this too leaves an unnatural look and feel to terrain surfaces.
It is suggested that designers should try to smooth the terrain and hide the ugly edges as well as place rocks made from separate meshes on top of it. Getting a near perfect looking terrain is almost impossible to do. If a terrain requires it to be very rocky with steep surfaces the best thing to do is to model them separately and add the meshes later.
When texturing a terrain it is important to thing to do is create an effective composition of materials that reflect the theme and look of the level. They should complement each other. Otherwise the look of the level will feel inconsistent and maybe even confuse people. Another important thing is that the texture is painted good to translate effectively what the surface is supposed to look like. A designer can create good color variations that fit well together. But if it is painted bad then is just ruins it. Using multiple variations of a type of texture also helps define area borders with smooth transitions.
When it comes to rocks it is much more effective to model them than to use heightmaps. Otherwise attempting to use heightmaps for rocky terrains is impossible. It will never look good. When it comes to rocky terrains and heightmaps it is better to only use heightmaps on smoother surfaces of the area such as the floor where players will walk on. The type of rock should also reflect the type of environment the level is in. like the design of rocks that have been underwater once will look different in look and texture than mountain rocks that are under the sun all the time. Also the look of rocks can be able to determine if an area of a level is friendly or dangerous. The history of the place also can determine the look of rocks.
Horizons can help make the level area look bigger than it really is. One way designers do this is to make mountains and rocky areas so large and high that players won’t be able to see past them and see what is on the other side. The sky helps enhance this illusion as well. However, simple designs of a blue sky with a sun in the middle can make it looks boring. In order for a sky to look interesting is to  have interesting composition in it. This can include clouds to give it a gloomy or rainy look. Lighting is effective as well. The color composition should be interesting too. Like how does a cloudy sky look at dawn when the sun is going down.
Lighting is one of the most important things in the look and feel of a level. An important thing to lighting is that it always has to have a light source. Where is the light coming from? If there’s simply light somewhere and it can’t be determined where the light source is coming from then it can break the illusion and believability of the lit area. A good example of bad lighting is when the light source lights up more of the area than it should. The proportion of the lighting to its light source is important. It has to be believable. You can’t expect a small light bulb in the middle of a long corridor to light the whole corridor equally. The same goes for brightness. If the lighting of an area is brighter than the light source then it ruins it. Or if the light source is brighter than the area it is illuminating.

Wednesday, November 14, 2012

Eight to Ten Room Level Concept Midterm

For Level Design midterm I had to come up with a level concept  of eight to 10 rooms, design  a 2D floor plan and use the checklist. Floor plan was done in Illustrator.




“Estranged”
My level idea is of a survival/horror adventure video game one-player based and consists of solving puzzle-like situations as well. In some cases the player might have to solve some kind of puzzle in order to continue the journey.
The story begins with David came back from a vacation roadtrip and is back in his hometown. He went out of town a couple of days for vacation and is ready to continue his usual life routine. He’s driving into town and he realizes the streets are strangely empty. It was evening but not late enough for the streets to be this empty. He keeps driving and remembers that he is going to put gas in his car. He goes into the usual gas station he always goes to and stops his car at the pump. He goes into the station to pay when he realizes everything is on but no one’s around.
Now David pays full attention and decides to walk around. He discovers that some of the streets are blocked off by debris and in some occasions cars are stacked crashed together making it impossible to pass through. His only option is through a small car junkyard. He realizes no one is around attending the junkyard either. This makes David worry. He finds a knife and arms himself with it just in case. He looks around and decides there is no way out. Then he discovers a back part of the junkyard gated locked and decides there must be a key somewhere. So he goes to the junkyard offices to see if he can find anything. He does. David goes into full panic mode when he crosses the junkyard again to get to the locked gate and discovers creatures in the junkyard. Armed with only his knife he defends himself. He gets passed the creatures and quickly unlocks the gate. He is getting surrounded and cornered by these creatures so he has no choice but to crawl into a manhole sewer inside the gated area. He briefly walks under the streets in the sewer before exiting into an alley.
From here the player descends into the streets trying to find his way around until he gets home or answers on what is going on. He has to zig zag around debris and locked doors along the way he encounters strange creatures that want to kill him.
This game level consists of Map Gameplay. The player starts at a certain location and the map guides him to where he has to go to find his way out to the next part of the level and also guide him/her to key locations to locked doors. The map also dictates at what points in the levels the player will encounter enemies.
The floor plan for this level is considered to be a realistic floor plan. Things and objects in the game are there for a reason whether it is objects to help the players’ health, objects to help them defend themselves against the enemies, as well as object to help them along the way like doors being unlocked by keys.
The level for this game is designed for single-player not multi-player. The floor plan for this wouldn’t be too effective for multi-player. The reason for this is because there are areas in this level that would be useless for multi-player because players can “camp” or cheat by hiding in a certain spot waiting for other players to pass by to kill them. Although this level is for single player there are no dead end paths really.
There are no traps in this particular level. The only threats are enemies and the level of danger that the enemies pose.
The AI consists of creatures roaming around the streets until they spot something they want to kill. For this the player can avoid confrontation with these creatures sometimes if he stays out of site. However, sometimes the player cannot go around some enemies so they have no choice but confront the enemy.
The difficulty of the level is considered by three variations of enemies. The first set of enemies are easy enough to kill with a melee weapon. The second variation of enemies are a little harder but not quite the most difficult. The third set of enemies is the most difficult to deal with. However, by this time the player already has a firearm to defend himself effectively against the most difficult enemies.
The List of 7 keys  is Time: there is no time limit in this level. However, the player needs to find the keys to get through the doors in order to proceed to the next part.
The next is Tech. This game looks proper in the Unreal Engine. Preferably three person view.
The Limitations here are the geometry is a bit complex.
The Requirements are an open area of city space where the player can navigate freely but still with some limitations.
The Purpose for the player is to find himself around the city and eventually make it to his destination.
The Gameplay here is exploration adventure and survival.
The Theme is a big town not so much a city.

Floor plan of "Estranged" level


Wednesday, November 7, 2012

Vertical Alignment and Horizontal Alignment

In-class assignment for Level Design was to find examples of vertical alignment and horizontal alignment in level designs.


Vertical Alignment when used in video games is usually used to construct and/or give the appearance and illusion that things might be very tall. One example is buildings. Composed side by side of each other gives the illusion that these buildings are tall or even taller than they look. The buildings consist on many vertical lines to give this appearance. Games that used outside cityscapes use this. A game example is Batman: Arkham City. The city of this game is known to have very tall buildings. Also, “Vertical elements can emphasize a feeling of coldness…” The tall buildings enforce this as that is exactly what Gotham City is.

Screenshot of "Batman: Arkham City"



The second type of composition in video games is Horizontal Alignment. This is mainly used when constructing indoors sometimes, particularly rooms. But I think it can also apply to huge outside objects. In this case, in Grand Theft Auto IV, an example of horizontal alignment is the bridges in the city of the game. The many horizontal lines used to create the bridges contribute to the theme of the environment. In this case, bridges go well in a city. I don’t think there’s a city in the world without at least one bridge.

Screenshot of "Grand Theft Auto IV"





Wednesday, October 31, 2012

Abstract and Realistic Floor Plans

For Level Design class I had to design two floor plans of two different levels.
For one level I had to design an abstract floor plan and for the other level I had to design a realistic floor plan.
Designed in Illustrator.




The objective for this level is to get past enemies, avoid wall booby traps while collecting points and/or coins along long corridors. Parts of some corridors are missing some floor platform so the player will have to jump over them or else fall and die/lose. The path is pretty much linear with a boss to battle at the end of the level path. Defeat the boss and level is complete.

Abstract floor plan





The level here starts outside of a house. The objective here is to find your way into the house by exploring the outside yard. The player will find a key that will unlock the front door. Once inside the player does more exploring throughout the rooms of the house and collects items. The player has to find another key that will unlock a door at the back of the house that leads to stairways that lead to the next floor and/or lower level of the house. The player has to takes these stairs to advance to the next part of the house.

Realistic floor plan

Monday, October 29, 2012

Checklist of Level Concepts

Checklist assignment of three level design ideas for Level Design class.






Level Design Concepts
What goes into level design isn’t just simply the design of the level but there’s more to it to not only make the level look attractive and engaging but also other elements put together on it to make it work as well as possible as a whole. Things like the reason for the design and why design it the way it’ll eventually look all are things that are put thought into. One of the things that helps visualize the development of levels is concept art illustrations. Concept artists create series of shots of a level and it helps to visualize it, set the mood and atmosphere, before it goes into final production. For video game design concept art is utilized as well as running the level through a checklist system. The list covers time, tech, limitations, requirements, purpose, gameplay and theme.
The first example of this is “Call of Duty: World at War.” Earlier titles focused on World War II but it never covered The Pacific side of the war where the war was fought against the Japanese Empire. World at War did this by offering players several level missions focusing in the Pacific Islands where the battles took place. The first mission, called ‘Semper-Fi, takes place in Makin Island. The concept of this design was to show gritty, brutal realistic scenes and environmental visuals and show accurate depictions of the types of places the battle in the Pacific was being fought in such as beaches and muddy jungles. They wanted players to also experience fighting in the darkness of night as well as be aware of camouflage snipers in the trees and hiding in bushes.


"Semper Fi" mission concept art by Thomas A. Szakolczay
"Semper Fi" mission level gameplay scrennshot
The checklist:
Time – no time limit.
Tech – IW 3.0
Limitations – controlled area of space.
Requirements – sanded beach areas with wooded cabins and paths with heavy jungle surroundings.
Purpose – the player (single player) and his squad (AI) are trying to fight through Japanese opposition and get to a beach to make their getaway by boat.
Gameplay – survival, open area with military strategic methods to fight the enemy.
Theme – Oceanside beaches and jungles.

          The second example is from the same game, Call of Duty: World at War, with the ‘Black Cats’ mission. This mission is unique in that the gameplay is different from the other levels. The concept for this was that instead of being a foot soldier fighting in the jungles the player is a gunner for a fighter plane, or a Black Cat. The experience for the player is simply to point and shoot with various rapid firing guns within the Black Cat. The AI controls the plane. With open skies and the ocean below the player has to shoot and destroy Japanese ships carrying weapons as well as shooting down enemy planes that began the infamous kamikaze attacks.

"Black Cats" mission concept art by Thomas A. Szakolczay

"Black Cats" mission level screenshot




The checklist:
Time – no time limit
Tech – IW 3.0
Limitations – controlled open space, complex geometry
Requirements – massive open air space and massive ocean space
Purpose – to shoot and destroy enemy merchant ships and enemy war planes
Gameplay – survival, eliminating the enemy and prevent kamikaze attacks on friendly ships
Theme – open air space



          One unique game that’s visually stunning is Grand Theft Auto IV. The game consists of players doing missions within this massive open space world, or sandbox style world, where the player can also free-roam anywhere within that space. In GTA IV’s space, this space is Liberty City. This city consists of three islands surrounded by water. The concept behind the design is to create the most realistic true-to-life city the player can experience. The main concept is to be realistic from the city surroundings to the character’s the player interacts with. The realism in the surroundings shows for instance, in the way the water moves and the reflection of things on the water’s surface. Also, weather was implemented in the game’s world. Although Liberty City is a fictitious city it is loosely based on New York. It can rain, be sunny, cloudy, windy, and changes from day to night. The visual purpose is to give the player the experience of walking, driving, and admiring the scenery of the city life.

"Grand Theft Auto VI" concept art
"Grand Theft Auto VI" screenshot


The checklist:
Time – certain missions are time limited
Tech – RAGE, Euphoria
Limitations – complex geometry
Requirements – free-roam open world
Purpose – connect with people and do missions assigned to earn money
Gameplay – free-roam exploration 
Theme – big city













Thursday, September 6, 2012

Storyboard Teaser II

Here's another version of the storyboard teaser with some panel design changes.
Storyboard and Character Development class.


"The Journey" Teaser II

Pg .1

Pg. 2

Wednesday, September 5, 2012

Storyboard Teaser

For Storyboarding and Character Development class I had to make a teaser version of the storyboard that is supposed to be a minimum of 8 panels. Had to design all new panels for the teaser.


"The Journey" Teaser

Pg. 1


 Pg. 2
We were allowed to recycle one panel and use it for the teaser. My recycled panel is the 2nd panel for  page 2.

Monday, August 27, 2012

Storyboard for Midterm

Midterm project finished for Storyboarding and Character Development.


"The Journey"

Pg 1

Pg 2

Pg 3

Pg 4

Pg 5

Pg 6


Pg 7

Pg 8

Page 9

Wednesday, August 8, 2012

Storyboarding and Camera Angles

With the different kinds of camera and frame angles learned in the lecture of Storyboard and Character Development class the assignment was to re-draw some of the scenes already done but draw them in different angles. Also, draw a key moment in two different angles for comparison.

Here are the opening scenes with some camera angles like zoom, high angles, close up shots, and over the shoulder.
Page 1

Page 2



This is the scene moments when the dog jumps out of the bushes at Rick done in two different angle shots, birds eyes view and POV.



POV shot




 Bird's eyes view shot











Tuesday, August 7, 2012

4 Demo Texture Maps

Assignment for Texture and Lighting class was to create 4 demo texture maps in Photoshop from collected material based on textures that can be used for a pirate ship. The 4 textures I picked we rust, material for a flag, damaged wood, and texture of a cannon.

TOP: before (orfinary plank wood), BOTTOM: after (worn out and damaged wood)

TOP: before (ordinary metal sheet), BOTTOM: after (rusted metal)
TOP: before (leather type material and a simple design of a skull and bones), BOTTOM: after (pirate flag material)
TOP: before (ordinary metal type texture), BOTTOM: after (texture for cannon)







Monday, August 6, 2012

Fill in Gaps from Original Thumbnails

Assignment was to make more detailed storyboards detailing in-between scenes of the original 5 thumbnails of the first assignment for Storyboard and Character Development class. The other part of the assignment was to calculate 2 types of aspect ratio sizes, one for TV and one for cinema.



I focused more on the first part of the story.
2

Cinema aspect ratio 1:85
TV aspect ratio 1:33



Wednesday, August 1, 2012

Rough Draft and 5 Thumbnails

For Storyboard and Character Development the assignment was to write a 1-2 page proposal of the story I want to tell a little bit more developed followed by 5 thumbnails of scene of the story.


Proposal for Story

“The Journey”

Rick wakes up in the morning and with lazy eyes looks at his alarm clock. His eyes widened when he realizes that he’s going to be late for school. He sits on his bed, looks at the pile of clothes lying in one corner of his room and randomly picks out a black t-shirt and some baggy pants. Rick quickly gets dressed and not bothering to brush his teeth he grabs his book bag and heads for the front door.
Rick is a typical lazy teen who procrastinates about everything and in fact comes very close to being late for class almost all the time. He looks at his wristwatch and realizes he has about close to ten minutes to catch his usual bus. If he fails to catch this particular bus he will be late for sure. It’s close to about a ten minute walk to the bus stop Rick looks behind the front door before heading out and grabs his skateboard to get him to the bus stop faster.
The morning is cloudy. Looks like it might rain. It’s the types of mornings that Rick prefers to stay in and sleep in. morning traffic fills the street and cars honking horns randomly.
Rick begins his journey skating towards his bus stop. He’s racing through the sidewalks and swerves around people. As he approaches a particular house known for having a mean pet dog Rick remembers this and cautiously attempts to pass through quick and quiet. But his plan didn’t work as the mean dog jumps from out of the bushes, and barks and runs towards Rick. Rick is just trying to get away from the dog. To Rick it seemed like the chase was on for several blocks. The dog finally tires of chasing after Rick and slows down until finally he just turns around and walks back home. Rick regains knowledge of his whereabouts and notices he’s kind of far from his bus stop. He notices some kids sitting on the on the stairs of the front yard of the house across the street from where he was. These kids had a mean look in their faces like they instantly took a dislike to Rick. They also looked a little older than Rick. One of the kids gets up from the steps and yells out at Rick, “Hey kid, nice skateboard. Can I have it?” The kids then begin chasing Rick. Rick backtracks the route in which he came from. He approaches the house with the mean dog and sees no dog. The kids are catching up to Rick due to Rick getting tired. The mean dog pops up again but this time he goes after the kids. The kids scatter the opposite direction from Rick and Rick is relieved. But upon looking at his watch again he realizes he has minutes to make it to the bus.    
He approaches the stop and sees the bus stopping. Rick tries to speed up some more. People get on the bus. Just as the bus is about to close its doors Rick makes it right in the nick of time and gets into his bus. He’s barely going to make it on time to class.

5 thumbnails

Monday, July 30, 2012

Proposal for Storyboard Assignment

First assignment for Storyboard and Character Development class is to pitch a proposal story that I will storyboard throughout the term. Using the basic 3 act structure demonstrated in class by instructor.

"The Journey"

Act I
Rick leaves his house to go to school. He has to do a little walking before arriving at his bus stop. On this particular day he decides to take his skateboard instead of walking. Rick is already running late so he has to make it to his bus on time.

Act II
Before arriving to his bus stop a dog jumps out from a house's bushes and scares Rick forcing him to try to get away from the dog by taking a different path. The dog chases Rick for a couple of blocks. The dog gets tired of chasing Rick and slows down, turns around and walks back to his home. Rick realizes he's in an unfamiliar and unsafe area. Some kids sitting on the front steps of a house want to steal Rick's skateboard and end up chasing Rick.

Act III
After all the re-routing Rick finally comes back to his bus stop and  gets on the his just in the nick of time.



Wednesday, July 11, 2012

Dragon Project

The final project for Modeling I class was a Dragon.
Made in Maya.




















Sketches for modeling the dragon. Had to draw it in pieces and later put together in PhotoShop.

Front view

Side view
Side view body
Front view wing

Side view wing

Front view and side view of arm
Reference for the front view face

References for the head and arms

Reference for the wings

Reference for the wings