Mar 21, 2011

Final Reflections


This level design project was a good learning experience and an exercise in patience and will power. I enjoyed the whole process but I think if I went back did it all over again I would do a few things differently.
            I was very happy with the amount of Kismet and Matinee I learned, as well as figuring out UDK in general. The program was still relatively new to me so at first I was a little worried, but after doing a few tutorials and experimenting on my own I got the hang of it. Kismet has so many possibilities, and I would like to go back into my level at a later date and see what I can change in order to make the game more functional. During a survey I got the suggestion to make the doors close-able so that when the character leaves the room they set the trigger off a second time and the door closes.
            The first thing I would change is the city itself. Many of the issues brought up during surveys was that it was a very basic level and all of the buildings looked the same. This is partly due to my inexperience with BSP objects, and partly because the city itself wasn’t very detailed in the description. I don’t know if there are any fully detailed cities in the book, but either way I think I will go back to my level when I get some spare time and give it some more life.
            Second, I think I would have maybe gone for a different art style. I like the realism I added to this level because it suited the nature of the city, but I would like to go for a more stylized level later on to broaden my portfolio. Also, the style I tried to replicate for this level was a very complex, painterly one and though I was able to mimic what I was going after with Photoshop filters, it felt kind of cheap and it left me wishing I had more time to paint things by hand.  Most of the people I surveyed liked the art style I had so far, however, so it was not a total loss.
One of the biggest issues that were pointed out to me was the alignment of my objects. Everything from BSP’s to decals to static meshes and interp. actors had some sort of alignment issue, and I think that took away from a lot of the final outcome. I’m not sure if it was the angle snap I had set up or the fact that I  am still not entirely used to the viewports, but I would love to go back and make sure each piece is aligned properly.
Finally, the puzzle elements themselves need a lot of work. They are simple enough a child could figure it out, which is ok except the target audience is 17-27, and this was way too easy for them to figure out. I think some platforming elements or more complicated puzzles are in order, or at least a maze of some sort.
My favorite part of the project was the texturing itself, which I feel I did pretty well on and almost everyone I asked to test the game was impressed with it. It was a challenge switching from texturing in 3DS Max to making materials in UDK, but the end results are so much more rewarding and I now feel comfortable with the process. I plan on going back to  the textures and playing around with all of the different modifiers I can plug into the materials themselves. I also  got the opportunity to learn Crazy Bump, and I absolutely love it. It does tend to lag out once in a while but the it’s a fair trade since you can customize all of the settings in both normal maps and specular maps.
            All together, I really enjoyed this project and plan to make it even better over the next month or two and test it again with some of the same people so that they can give me more feedback. I intend to make this a portfolio piece and I feel I am well on my way.


Feedback surveys for final test

Here are the surveys from my room mates and my husband:

Kira Foxwell:

 
William Biedezyki:


Joshua Cobb:

Rony Mahotiere



Final Screenshots

Here's a few screenshots of the level so far.









Final Journal Entry





     This was my last week working on this project (at least for a while), and I really pushed myself to get this level as close to complete as possible. I modeled and textured the thief and included him in the level, added a cut scene, and made the book  reward disappear upon pick-up.

     There was a lot more that had to be done besides just adding and augmenting what I already had: I removed a few meshes from the list that that either weren't responding to Kismet properly (my monk NPC) or wouldn't make sense in the level (my plant mesh). I also refined all of my textures and made sure my meshes and BSPs were as lined up as I could.

     The biggest improvements came when I asked my husband to take a close look at the level and point out any issues I may have missed, and there were plenty. I didn't get to go back and fix all of them yet, but I plan on doing that at a later date.

Mar 14, 2011

Week 9 Journal

     This week I completed a lot of texturing and unwrapping, and then placed the majority of my assets into the level. I also placed tileable textures on my BSP geometry.

     I also, unfortunately, hit a few snags this week. First, when imported my assets as replacements for the Playkit Package, the rotation on  a few of my objects was off, so I had to alter them by hand, wich took quite a while. Also, for some reason the scale of  some of the objects was wrong, and I'm still adjusting those.

     I have one week left on this project, so there is a lot to be done. I need to finish up the last of my objects, add decals where they are necessary, and make sure the game works by adding a camera sequence at the correct points of gameplay.


This is my mesh list as it stands right now, I just have a few more items to finish on this list before I move on to the rest of the project.

Mar 7, 2011

Week 8 Journal

     This week was all about modeling and unwrapping. I looked over my mesh list and picked out what models would take the most time and decided to create all of the simpler models first so I would have time to work on the more difficult objects next week.

     Unwrapping the objects has proven to be the most time consuming part of the process so far; the objects take on average an hour to unwrap. I did, however, make sure to split some of the more complicated objects into two to three Material ID's so that I can have plenty of room to texture them later.

     From this point I will finish modeling and unwrapping all of my assets and texture about half of my assets.
 Here is my mesh list as it currently stands. I also removed the BPS buildings from my mesh list since all they need is a texture.

Feb 28, 2011

Week 7 Journal

     This week I started on the concept art and created a mesh list for all of the assets I will need to model, unwrap and texture. I say that I started the concept art because I would like to continue it at a later date when I have more time; I take a lot of pride in my environmental pieces and would like these to be portfolio worthy. I also made some changes to my level; I made a lava volume for each of the rooms the player is not supposed to go into so the player is sure to take damage and the doors can have the proper collision on them. I also filled up some of the empty areas of  the level to make it feel more lived in and changed the depth of the tunnel so the player knows he/she is going underground.

     Below are my concept pieces and their corresponding color pallets:





I have also included my mesh list so I can keep track of my work: