PHASEgaming

Jason Pook's Games Design Blog


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Manic Moles- Studio Game Jam 2

Continuing on from the previous Game Jam (Plant Trap) our tutor decided to organise another game jam to once again give people the opportunity to gain extra credit. With this Game Jam my team was Me, Phil, Mark and Shane. The topic for this game jam was an application (mobile game) and we have to have 1 main character, 1 main mechanic and 1 environment. We could do this however we liked to build any game we wanted along as it tailored to these categories. To begin the design process as always we planned our what makes a good game. We went down the route of mobile games being addictive, fun to play and easy to pick up. Due to this we collectively thought of examples of games on our phones:

  • Flappy Bird
  • Bloons: Tower Defense
  • Paper Toss
  • Angry Birds

These are just a couple of examples, from this we determined that animals in games birds and monkeys etc. So from that we tried to list as many animals as we could that potentially had or hadn’t been done. From this we narrowed it down to a Mole, obviously games like Whack-a-mole are in existence but we could do our own game with a mole character. From this somehow we decided it would be fun to make him a funky disco mole with huge sunglasses and an Afro who has friendly disco moles and rival gang moles trying to sabotage his funky life. Alongside other moles trying to sabotage his mole hill we looked into common predators for moles, this came back with snakes so another enemy designed was a snake. Then to gain a life we had what moles like to eat which is worms once you collected enough worms you gained a life. My personal involvement in this project was in 3D and HUD, I designed the main character also known as “Molevin” it was a really simple design but could be edited and re-textured to create other characters. Which is what I turned Molevin into the enemy character who had different attire wearing a vest and a top hat with a flower in, then for a boss I scaled it up added a bandanna, match in his mouth and a bomb in hand with gloves on. Simply by reusing and editing the initial main character I created 3 characters for in game use good, bad and boss. I also created a tree stump that i projection painted using a mudbox preset to be used for the environment which wasn’t implemented in the end due to it being a unnecessary obstacle on a small environment game but it was used in the Game Over screen to add a visual. The environment is a field and the mole sits in the middle in what was supposed to be a mole hill but its more of a ditch at the moment. It has randomly place assets of grass and stones in the level just to add to the visuals.

This is my work for the HUD designs, using Photoshop to create simple circle icons, i took images of the characters to link it directly to the game, good guy is people saved, worms are lives, and the enemies are how many you have killed throughout the game. Very simple icons but still useful for covering the HUD elements in the game and also with it being a mobile game we didn’t want too much going on to get in the way of the game so small simple icons were effective in avoiding too much distraction from the game.

Here is the in game screenshots of the working HUD and game with my characters in. The menu system, game over and leaderboard design was made by Mark using the custom typeface we created by using a paint brush to go the font on paper then scan them in to be textured on the signposts. Mark used assets from all team members to piece together the menus, start featured everything, game over features the bad guys to symbolise they won and you lost, then the leaderboard was just visual models like grass, rocks and tree stumps. This game I had quite a prominent role in the modelling due to my increased skills over the year and primarily being the more advanced modeler in my group. As for HUD designs I was pleased with my products as they was simplistic but worked well with the theme of the product. As for the game to evaluate it we was very pleased with the end product it was fun and addictive players had to click (or tap for mobile which didn’t work) the enemies to kill them (1 for standard enemy and 2 for the snake). This racked up your score for kills and the aim was to last as long as possible as move and move waves of good and bad characters came into the level at varied speeds and difficulty as it progressed. Only disappointment I had was that my boss character never got time to be implemented but like the other game jams if we had time to progress we would implement a boss level for example. This was my personal favourite of all the game jams as i liked the style of game we had created. I’m looking forward to next next game jam which is in Cambridge Jun 2015.

Here is the video footage of game play from Mark Shaw’s YouTube channel:

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Client Project- Session 20-22

On the return of Easter as group leaders we was hoping to see our teams work over the holidays towards the project. Unfortunately when asked the majority of the group had focused on their self initiated projects instead of the client, this was quite disappointing as everyone was set targets and agreed to them before Easter. Nevertheless we proceeded with the group meeting after I stated to the group that we all agreed on a target and seen as myself and Phil was pulled from the project due to doing too much work on it and not enough on the rest of our work it was down to the rest to produce work.

With that all being said we had estimated we have around 6 weeks left due to no pinned down hand in dates, due to this we all agreed that to have a 2 week clean up period before the final hand in was a sensible action to take. This would mean we have 4 weeks to finish everything outstanding for every individual in the group, then those 2 weeks would be spent checking all the work for errors, bug testing the engine, and then correcting any errors that existed. This would be a similar procedure than what would be taken in industry, before a game would be shipped everything would be checked, checked again and checked again really. The final product is the key and will be on view to the public for example we don’t want to be explaining why that car is floating above a building its unprofessional and with this 2 week clean up period this should eradicate any issues.

Before Easter in the last session we had been trying to come up with a name for the project (see link for design process of name), with many being generated and one not particularly pinned down we decided to leave it until after Easter to decide on a name, this allowed anyone to have a think and possibly come up with a name for the project. With that being said we finally decided on my idea of “Old Town Memories”. I particularly liked the name because it had a soft ring to it, also it directly linked to our project with us designing a section of Old Town and with it being the 1960’s and most people will still be around from that time period remembering what it was like it would spark memories.

With the named being decided on the design documents for the public eye needed to be done. This would include things such as leaflets/flyers, concept booklet, logo/banner, and a bio of the project. This would be a general input from the entire group as the more input the better. My personal input was that we need a theme to it, a general style for each document which replicates over the other documents gives a professional look to it all. As for style i suggested as I did to David with the UI/HUD elements to research into fashion colour trends on the time period to try link it all in.

Closing the group meeting I emphasised the importance of communication, we need to talk people cannot be at any point in the dark now, if there are any struggles from any individual they need to be open about it so somebody can help to progress them further or take the work from them so its completed. Its crunch time and teamwork needs to be a priority.

Moving on, in-between session 20 and 21 we had a surprise meeting with our actual client John Netherwood the chairman of the Hull Civic Society. The required myself and Phil to take the meeting and introduce ourselves, our work and what we have done with the project. To have a quick and efficient way of showing the project instead of having them playing it, Phil made a matinee sequence which made a fly around of the project disabling all player controller input. Mr Netherwood arrived with his wife to see the project, myself and Phil proceeded to shake hands and take the meeting in a professional manner. We discussed current progress, features and our passion towards showing this to the public. Which we was confirmed with a venue of the History centre alongside the fashion students 1960’s project. Also a near certain of Hull’s transport museum in September when the Hull Heritage week is on. Then any other possible venues we would need to seek out ourselves which we had planned to do in the next session. We are also going to try contact the Hull Daily Mail to do a article on our work at its current stage and then a follow up of where it will be by the time the Heritage week comes around.

Overall myself and Phil was very pleased with how the meeting went, we stayed professional and happily had a back and forward conversations from questions posed from the client. Discussed what they would like to see from the project and so on, it was a really beneficial meeting for myself it allowed myself to gain confidence in talking to potential clients as we was naturally nervous about what they would think. They also liked the name of the project which was pleasing as we had trouble pinning one down initially so all positives came out of the meeting which was great for us.

Moving onto session 21 which will continue into Thursday as we presented all of our work since Easter on Thursday including the client work. Initially in the session we had a brief catch up on what work has been done since last week, this week we had a full group which we didn’t the previous week so everyone was caught up. After that Myself, Phil and our tutor Paul went to go try secure some potential venues for showcasing our work. This would test once again myself and Phil on our professionalism and communication skills. We initially talked to the Transport Museum in which we had to fill out a form to send to the governing board to approve. Moving on it was now open to us to try secure venues, we managed to get Fanthorpes on silver street and prospect centre as definates, then kapow, princes quay, st stephens, ferens art gallery as possibilities. Unfortunately a few no’s came with asking from shops like granger games and thats entertainment but we still tried, rejection is all part of it you dont get if you dont ask.

Then on Thursday we showcased our work for the client. My work involved completion of buildings on Trinity House Lane which were Wetherspoons, trinity market entrance, bob carvers, and Davids handed over building which is currently a coffee shop called Coco’s. I will now go through my building to their current stage from what I did in my presentation in a briefer form with a self evaluation for each.

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These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

 

This is my model of the current Wetherspoons (we are unsure on the original building so may take artistic license to leave it as a pub until we find more). This building has taken me around 3 weeks with working on other things at the same time, as its a highly detailed building I think this is an acceptable time. I have put this down as finished ready to be handed over to the texture team and then to go in engine, the model itself could do with some time taken on optimisation but due to the upcoming deadline my time is better placed elsewhere as the optimisation wont effect us hardly at all and if needs be the texture team can go in to the model and delete loops or polygons to support the unwrapping. The building itself is 21,888 poly’s which with the fine details and complexity of certain features in the building I feel it is a realistic poly count. Issues I came across whilst modelling this was correctly scaling the sections of the building as it seems to be sectioned by ledges, putting the ledge in the right place so that all the window frames, pillars and so on was also to scale was key to the building looking correct. This took tweaking but im pleased with the end product and proportions of the build. The development in my modularity has aided me well in this particular building as extruding pieces like the window-frames, pillars, chimneys, lights etc was the same and only minor edits to the curvature on some parts was needed allowing quick development when adding a feature such as a window-frame. Overall being a later building in the year I feel my 3D skillset had progressed massively in comparison to initial buildings in terms of quality and speed, if any problems arise im confident enough now to quickly amend any issues.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

 

This building is the entrance to trinity market, a fairly simple building that didn’t take me very long, as soon as Wetherspoons was complete the building speed increased rapidly. This building I have had to make sure it matches correctly with wetherspoons, i found the modelling of a section of a street so building sections together was far more effective as scale and alignment was much easier to achieve than when your working alongside another person and having to make changes once you realise in engine its slightly out. The building itself I found fairly easy as once again its a later building in my year and I feel more advanced in my 3D work. the only issues was to how to make the extruding shape around the first window in the lowest possible form, which i realise would be as a separate pushed in object to the shape rather than modeled in around the window. Generally the building was simple just swift loops for the windows of the building and door, then everything else modeled separately and snapped to the building facure. Another building im pleased with, finished and ready to hand over to texture and then go into engine. Only addition would be needed if texture team agreed would be the slight fence style look above the door which I thought could be done with a plane that they can make a alpha map to create the fence then a normal to make it pop. Thats only addition needed to this building I believe.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

This building is currently Bob Carvers on Trinity House Lane. With this model once again the 3D capabilities are there too do buildings like this with good speed and quality at a good optimised level of poly’s. Not many problems came up, due to this i decided on certain windows when we walk past are sometimes open, all i had to do was select the window poly’s detach them from the building then rotated them slightly to give the impression that the windows are open. The group gave me great feedback on this saying they loved the idea and it makes the building looked alot more used and lived in even just with the simple open window rather than a plain shop facure. Again it was just getting the proportions of the building right in relation to my other models and using gathered photography this was made alot easier. I think of all my buildings I like this the most purely because of the windows, it just makes everything look more real and alive. Obviously I will need to make a simple box to simulate a interior as the windows are open and if a player angles it right they will currently be able to see the sky so a simple box interior will solve that problem.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

This building is currently a coffee shop called Coco’s, this was originally another students building (David) but he handed it over to me for optimisation and the addition of an interior. I had decreased the poly count from just over 1000 to 238 and that was with adding an interior with shop window showcase area. Being a very simple building I dont really have much to give feedback on, its a basic building which took no more than 30 minutes to optimise then add the interior section using simple edge modelling workflow to then bridge the gaps. I did notice one issue, nothing major but pointed out in the presentation id overlooked the way it had been done at the front with the windows, and this results in N-gons in the gaps either side and between the windows. Simple fix with connect or cut tool. All of these buildings are now ready to be handed over to the texture team.

Here is a few pictures of the complete street section on Trinity House Lane:

I found that modelling a street section was far more productive and beneficial for myself as a 3D modeler. This was because mainly the dimensions, scale and proportions of buildings, I could use the other buildings i had completed and finished to adjust the new ones to make sure the street looked correct. This worked both ways as any misjudged dimensions could be effectively grabbed and moved into place.

Then for Silver Street I have finished RBS and started the silver street entrance to trinity market.

This is currently RBS bank building on Silver Street. Once again a very basic building wasn’t much to it just a few insets for windows after I had added loops to extrude some ledges. Because of the simplicity of the building I added a small shop window interior so that there is potential to turn it into a shop if we find out the original status of the building and if we don’t then an artistic decision will be made to adapt the building to possible a bakery for example.

And finally from the buildings i presented was the beginning of the silver street entrance to trinity market. This is a fairly complex but also modular building for frames and decorations, then a symmetry modifier applied will allow me to easily check the finished building as its only sensible for speed to model half the building if its complex when symmetry can do the work for you on the other side. This building is currently stalled, this is due to the final hand ins coming to a close we have decided for hand in and the public we have to focus on the texturing of Whitefriargate and Parliament Street, all other buildings will be put in with the basic grey block in the background to suggest that the area is under construction and will be completed for main showcase in September.

After we had presented I took the role off Abbiella to create a professional email so that we could email the clients that we had and hadn’t discussed potential showcasing for the project with. This required me to type 2 emails, both similar but adjusted for seen and unseen clients. Once typed it up I asked my tutor Gareth to have a proof check to see if anything could be improved or any key information had been missed. The final email also had a link to our latest video fly through of the project so that the clients could have a quick taster to what we had been working on and will be showcasing.

This is also the grey block video fly through we showed our client John Netherwood when he came in. I disclosed that this is not the final product but an in progress project we gain alot of benefits from public showcasing for our marks and the projects quality. This final email was sent to Fanthorpes, St Stephens, Prospect Centre and Princes Quay.

After waiting a few days I had successful replies from St Stephens and Fanthorpes confirming interest in allowing us showcasing our work. Fanthorpes was already secured from speaking to the shop manager originally but St Stephens was a fresh attempt of securing a client by myself. Since then myself and St Stephens have been in contact discussing the project and when we would like to showcase it. Coinciding with there times and available for displaying space, I managed to get us a showcasing date before our hand in (19th May) which is Friday 15th May. This required us to have a Public liability insurance cover which initially i didn’t know if we have but with contacting my tutors we do have a copy to send to St Stephens and prepare for Friday. Our location is just outside the elevator near the bagel food vendor stall, next week I will discuss with the group on shifts for the showcase as I personally would like people to man the project in-case any of the public wish to stop and talk to us about what we are doing.

A slight issue with St Stephens arose with my tutor Gareth with that it is the shopping centre/ area that has crushed the Whitefriargate area for business and popularity. So when we showcase there as long as we are displaying it as a student project following on from the previous years of the heritage project and our area is a section of Old Town including Whitefriargate, it can be clearly seen as a project rebuilding an area of Hull in the 1960’s and not a display to support Whitefriargate. This turned a few of the group off as they don’t really want any hassle from the public but at the end of the day its an opportunity to showcase our work that i have secured before hand in so participating in it will add to our professionalism and “getting our work out there” for feedback/review.

Will this just around the corner next weeks focus as that is also the session all the texture team should have the Whitefriargate and Parliament Street area textured, so the focus will be on promotional materials for our project. Any promotional materials we have can be a extra visual for the project for the public to have, which will aid them in understanding the project and what we do to make it what it is.

 


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Design Process- Research

Recently we have been tasked to make our own design process so that we can check which each piece of work we create that we are following our own design process or skipping steps, it also allows us to evaluate how we are working at the moment to make some tweaks and adapt it to the most effective workflow for our own work.

First I did some research on design processes to give me an idea on roughly the general pattern of a creatives process.

The easiest place to start was with my tutors, as professionals there design process has been tried and tested many times to be fine tuned to what worked best for them.

 

Paul here has has subdivided his process into 4 sections based on percentage to outline where the majority of work should go which is the early stages of brief, research and concept. It has a modern sharp look to it, i particularity like the circle getting bigger as the process gets further on to indicate progress, almost like a loading bar.

 

 

 

This is my tutor Gareth Sleightholme’s design process. This is a very visual style design process using arrows and using colour to highlight key areas. As you can see this is a scan of his paper pad which would now be ready to enter the next step of Photoshop if he wanted to but there is no need as your personal design process should be something you understand and as long as you can follow it each time you have a working design process.

Then from Gareth’s blog i followed this link to Domanic Li’s design process another tutor here, so clearly it is widely regarded as a thing each creative should have and follow to increase quality of work. This process is extremely helpful as it outlines each area in a detailed ranged way so that it can apply to many areas of art and design.

Other examples i collected are just different examples and ways of design to explain a design process.

This design process is from Dezigngeek. I like this design as its quite visual and with the rocket its as if you must take all these steps as you would checking a rocket before blast off. Simple but the visual aid from the pictures make it more attracting.

This design process briefly shows the steps to take but rather focuses on your certainty on your project, the scribbles indicate you are up in the air with ideas and have nothing pinned down but if you complete the steps you gain more clarity in your work. I really like how this has been portrayed as this indicates if you go straight to the final product your missing something and may run into issues due to lack of a followed design process.

 

Then finally this is a design process gamified which ties into our gamification work, but nice visuals and a cartoon style to it could teach younger people to implement a design process into their work at a earlier stage or at least consider what theirs might be. Regardless of that it is still relatable to adults as they annotate certain things with teacher/client so its applicable to all people. This has much more steps than most design processes i have seen but some are generally slotted into one overall category like “design” for sketches, concepts, iterations etc.

Now i have to create my own which will apply to my work no matter 5 minutes or 5 weeks, client or personal. A design process should be adaptable to the time deadline set to produce the best outcome of work.


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Client Project- Session 14

Recently we all had our hand ins at the beginning of January, this was a mock deadline for us set to give us a halfway tutorial point from our tutors to give feedback on our work so far. Last blog of mine for client was some final tweaks to my hand in like improved textures. I managed to hand in on time and made sure that the engine was functional with Phil for all the learning objectives in the interactive environments module as well as peoples work handed to us to go in engine.

Moving on from that during the assessment period myself and Phil as team leaders discussed how we can try a new way of keeping everyone engaged in the project with faster work rate, this was because towards the end of the semester people was saying they didn’t enjoy doing for example 3D or a specific area of 3D like buildings. This gave an idea of a industry style pipeline to be implemented, this means that the group would be given a chance to partition into groups (maybe people they don’t normally work with) to work in smaller mini teams showing collaboration in their given specific areas. For example one person may think after this course they want to be a concept artist, so we would allocate that person to the art team. This would mean they focus mainly on the art side of work so concepts, public visuals (logos etc.) and texturing. Despite this it would not give them total immunity to 3D and other work as it is needed from everyone just they will have less of it than the 3D team.

Now this may not work and may take some adapting for people to get their own design process to adapt to the pipeline but if we can pull it off it shows we can work collaboratively as a team using industry practice which would surely add to our marks for professionalism. There may be areas that work and area that don’t so we can hopefully tailor the process to maximise our workflow. I’m thinking the pipeline as in handing your model to someone else to texture to get it back as its not fully optimised may cause some issues but im hoping the mini teams will definitely work, to start getting people to work with other people that like the same area of work and they will hopefully teach each other techniques for speed.

All that being said I called a group meeting to discuss this semester and last semester, how we did and how we are going to move forward. This was sort of a reiteration of Gareth and Paul’s meeting about us being way behind schedule and alot not being up to scratch. Nothing was targeted at any individual just a general grilling for everyone trying to hammer in that we need to pull together to finish this project. Mainly we need more work but we need speed with that, peoples speed of work is what could cost us so whether some extra tutorials or peer help would benefit the group wide up-skilling. To try implement that we are going to set deadlines, so a deadline will be set per piece and if the person does not meet the deadline then the work shall be taken off them for someone else to do, then its only yourself you are letting down the work is getting done just less and less by the people who don’t put in the time.

A few things was highlighted about re addressing our hand in work like texturing, texture quality, and optimising models. This was obvious from the hand in it needed to be higher quality but i just pointed out again.

I then moved onto the Hellblade development diary that i found, i did a blog post on this and put it on basecamp for the group to see. Unfortunately a few missed this notification so i did a little session where we watched the video as a group and then i took us through the features of collaboration, team work, design process, and adapting to your working environment. All of these we are going to try implement into our work as described above with the pipeline. The other thing was to do a development diary of our own, currently we have 2 development videos but we believe the style of the video Hellblade did was much more descriptive and professional that the process we have been taking.

We have now decided to implement the Oculus Rift into our project which when implemented into the project should attract as much attention as the last years Paragon project which had alot of views assisted by trying the rift. This is an exciting feature for us as virtual reality headsets seem to be edging into next generation gaming especially with Sony Ps4’s upcoming Project Morpheus.

This concluded this weeks client project meeting, we left giving everyone a week to figure out what they want to do in this project. But it was cleared up that they should not focus so much on what for the client project but a deeper thought into what they want to do after the course.

Then the remainder of the buildings was put into “to-do’s” on basecamp for people to claim and complete, this is just for grabs until next week when the 3D team will take priority over buildings.


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Client Project- Christmas and Session 13

At the end of the previous session we discussed what we would be doing over the christmas period running up to hand in. Using Basecamp we set priorities in the form of to-dos some specified to individuals for example myself i had to blueprint pawn possession, or general to-dos for everybody like finish all building textures. This was made very clear before the holiday and the use of basecamp and communication was mentioned prior to that aswell as vital over the holiday period. This was evident due to basecamps tracking of log ins half the group didnt use the program at all and few used it regulary, this picked up when reminded but it should be a habit by now to be keeping well involved with all the work making sure your not missing one bit. That being said we reiterated it on return hoping for a collective group to be working professionally using the likes of basecamp on a regular basis.

Over the holiday period most had to admit little had been done or more could have been done, I myself know i did do work but could have done more if I had only special occasions off. Despite that I have managed to texture 5 of my 6 buildings after finishing the parliament street building model with the last texture in progress , my blogs are current in the client. Since return I have modelled an interior for the classic mini, blueprinted Pawn possession (with assisstance from Phil for the exiting of the vehicle which took a while and 2 heads to figure out), and most recently to much joy I have managed to correctly rig, weight paint, animate and blueprint my mini to be driveable in engine. I will now elaborate on my process for each of these with images.

As far as textures go most i have already uploaded so ill just show the most recent, which is a model im also yet to show.

 

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This is a building down parliament street, I chose it as I know modelling is one of my strong points so I felt a more difficult looking building would be better tasked to myself. I had some issues along the way despite that the making of the bottom half was the hardest part with the extruded sandy parts needing different sizes each time and to bend around the window. I am very pleased with my final product of the model and doing such a detailed building in 2781 polys when a high detail building was originally tasked at 20000, shows im getting better at modularity and having an eye for optimising my model.

parliament_textureThe texture i was very pleased with, I used simple planar mapping for most of the unwrap then just a few cases of needing to grab verticies to not have stretches around stiched corners and then just scaling so that the checker pattern created nice neat squares across each area. The changes i will make to this will be the bottom section, the stone part was a basic tileable stone texture that I have hand painted it to make it look like bricks, but after some digging a stone texture like that of the original building was found so its just needs applying. There is a slight issue with the bricks on the left window they skew a bit I wasnt sure on why this was at the time so i continued with the unwrap and when I textured it I forgot about that being left. This needs patching up once I find out why its done this but shouldnt be too much hassle hopefully. Next is to apply normal maps to my buildings to create more realistic textures.

Moving on I modelled an interior for my classic mini using my own reference and just reference from classic mini online stores for accuracy.

With this interior modelled we can now have the in car view for the classic mini not only for people walking past to see a interior but for the pawn possession feature we can drive this in first person view. Im really happy with my end result for the interior all that is left for the car now is to be textured. Im not sure ill have time for this before hand in but certainly will be a definate for the end product.

Now to have all this used to its max I was tasked with the pawn possession feature for interactivity which would be done in blueprints. This is a slight alteration of my initial idea early on of a racing game due to the figure of 8 on the map but i wanted to be involved especially when they are my vehicles in the project. Being fairly efficient in blueprints this was a task i felt confident in completing using the help of online tutorials and ue4 answer hub. Now this was the case i had it all working then realised that we need to get out once we are in. This was proving more difficult as the player would spawn back at player start instead of outside the car. Also spawing the player inside the car in view for 3rd person example purposes made 2 collisions collide and send everything absolutely mental.

With the addition help from Phil it took us most of the day but we finally figured out how to get them in and out of the car. After celebrating we then realised we can get out and in at anytime from anywhere. Simple fix of a radius overlap on collision enabling the key press to enter, then the exit the player could just bail tuck and roll at anytime like GTA. We didnt want this so again took time to work out how to calculate it to only be exitable when throttle is less than 1. This was completed by the end of the day and we now have a working pawn possession in our project to add to interactivity.

But to make this our own personal touch rather than Unreal Engine 4’s preset sedan vehicle in our game which didnt match the 60s theme at all, I was then challenged with the unknown area of rigging a vehicle for it to then work in Ue4 with our pawn possession. Im going to be straight I did this process over and over so many times due to issues with bones, not weight painting it right, UE4 claiming un-weighted bones, wrong hierachy for the bones. And that was just 3DSMax issues, when i got all the max issues resolved I put it in UE4 for animation blueprints not to fire, car controls not to work, the car to have everything set up and stay stationary, physics assets not correctly set up, the sedan to be clashing with the custom vehicle blueprints and setting up the front and back wheel blueprints wrong having all wheels rotating manicly. It was a laugh but i can now say ive done it that many times through trail and error the process has been memorised and hopefully mastered for future use. It was such a relief to see car wheels spinning after hours of stress and frustration on why it all was going wrong for me. Persistance got me there and now im proud to have the vehicle able to be possessed and driveable. Additional animation will need to be taken into consideration due to the interior view like the steering wheel with hands, gear changes, dials etc but for now it works to a standard im pleased with for a rookie in the rigging area.

Here are some screenshots of the process in 3dsMax:

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Then moving into UE4:

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Despite this lengthy process it was well worth me sticking to it, not only for end product for the client but this will also help me in my self initiated racing game.

On reflection im pleased with the work that I have done but would have liked more done over the holidays to have a larger amount of especially assets to hand in. Due to the complexity of cars its not a botch quick job it takes time and with focusing on them in client and self initiated i think i need a break to rapidly produce smaller assets for the project.

As for the hand in, Myself and Phil will be making the modular road system again due to some slight measurement miscalculations and then texturing that ready for hand in. Hopefully we will have a collective textured section of our project which is the primary target. We already covered the interactivity side with a treasure hunt, involving pick ups, inventory system, gate and key system, driveable car (pawn possession), throwable object projectiles, and then a basic HUD with minimap and inventory system. My contribution to this was the pawn possession due to my main skillsets being in modelling and Phil taking the lead on the blueprints side of things.

Hopefully everybody does manage to get everything tasked on basecamp done within prioritising so buildings modelled and textured the priority then all the rest being added bonus. I look forward to our feedback as i know we should be alot further ahead and hopefully the group steps up to really get the best out of our client piece for the final product.

EDIT: I have now resolve the brick skewing issue it was a mistake on my behalf aligning some verticies horizontally that shouldnt have been, really simple fix thankfully.

texture fix