PHASEgaming

Jason Pook's Games Design Blog


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Self Initiated evaluation- CarBeat

 

For this year I chose my project of “CarBeat” to be my self initiated game which was a drag racing game, this was to focus on up skilling my 3D modelling skills especially in the automotive/ vehicle area. To evaluate that in achieving my goal I definitely did, the Maserati Gran Turismo I did at the end of the project was by far my best piece to date and will be a sure feature of my portfolio. The game as it is with a little more time will have alot more very soon, I modeled 5 vehicles (3 done, 2 unfinished) and only 1 currently sits in the game. I designed a garage level so that the player could select their cars and make modifications etc which is yet to go in and needs the blueprints side to be made. As well as many assets and other features I plan to implement, the current game in engine is basically a fragment of the game I am creating.

To reflect personally on this side of the year I didnt allocate enough time to it, with the client project I dedicated alot of my time towards that which neglected my self initiated work. The demand for work to push the client project along caught me and therefore my game suffered. Next year to reflect upon this I will devise a time management weekly schedule, this will for example be Monday-Tuesday for client, Wednesday-Thursday for final major project and Friday-Saturday for CATS with Sunday as a relax day. By doing this and working on average 6+ hours a day I will effectively produce work for all areas adding efficiency to my workflow.

I am pleased with the progress I have made in my technical abilities for the software in 3D and UE4, I am no blueprint genius but I do understand it to a certain extent allowing me to make game mechanics. The work I have done for my self initiated project I no doubt believe could have been much more, I enjoyed working on my own project but didnt allow myself enough time aside of the other course work to really hit all my targets for the project. My primary goal was to focus on 3D and produce realistic vehicle models was a success in my opinion but as for my secondary goal of building an environment and having a fully working race (start, race, end, repeat) I did not achieve, they are well underway but not completed. Then my tertiary goal to texture my work was missed, which disappoints me as I need to focus on gaining knowledge in texturing due to my 3D work being more advanced I feel texturing and unwrapping is a side I currently need to apply more time to learn it.

In conclusion I am satisfied with my project but fell short on my secondary and tertiary goals for the project. Going forward into next year and the summer I will plan up a time management sheet to try stick by for next year, I will continue to model vehicles as this is where I feel my best features are in 3D, and to take time to up skill in unwrapping and texturing so I can have the realistic visuals to the models. I intend to use this project to take into my 3rd year so that I have a more complete portfolio piece at the end of my 3rd year, this will be my aim but is yet to be approved.

Here are some renders of my Maserati:


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Self initiated proposal- CarBeat

So for one of the modules of this year we are required to do a self initiated project where we make a game that we want to make. To do this we had to make a 15 second pitch to one of our tutors first off to sell our game as we would to any industry leaders in a interview. Then a proposal document which will be filled out over the year whilst doing this project.

My pitch was simple for me i want to model cars. So it seemed logical to make a racing game of my own so that i can understand the mechanics behind how a racing game works and how my models will work in a racing game. The pitch i proposed was: A drag racing game with manual gear changes, done on a mpink slip basis to collect and become the ultimate petrol head owning all the cars. This realtes to Roger Caillios Theory of Play with Agon which is competition. I intend it to span of 2nd and 3rd year self initiated so that i have a more polish and complete portfolio piece to take away with me at the end of the course.

That was just the selling point some of this was alot briefer to fit into the 15seconds but to get the message across to you readers i elaborated a bit.

Then to hand my proposal abstract in, the game i have called CarBeat the idea behind this is that people who have a unrivalled passion for cars i consider to have a car beat instead of a heart beat so on the monitior it would show a beat of a car in hospital. When your racing the idea is that all is just a zone its you and the finish line trying to get there as fast as you can, all you can hear is your heart beat and the engine so a CarBeat. This ties in to the put adrenaline of wanted to win a race but then the crushing defeat of losing your car, so be in flow it requires ultimate skill focus and to be one with your car to win all. Initially i had the name PetrolHead this was purely down to the pink slips aspect of my game becoming the ultimate petrol head by collecting all the cars of the tornament “you can judge a man by his shoes” sort of thing with “judge a man by his car collection”.

here is my abstract proposal:

CarBeat is a modern day set racing game in which the player races to obtain cars to add to their collection. The range of vehicles varies in age, rarity and speed from classic cars to exotic hyper cars. The race itself will be drag racing on a quarter mile and half mile basis (varies distance), all cars will be run on a manual gear shift basis so that the player will have to shift gears at the correct time to keep up the speed. You become the ultimate Petrol Head on a pink slip basis you win the car is added to your garage you lose your car is lost so the element of risk is there. Friendly races will be there to upskill before gambling all on the slips race. Players can race head to head in single player career mode or split screen 2 players. Implementation of difficulty level will give a rank system of player’s skill also replay-ability on a higher level.

CarBeat is based on a racing tournament which you race to become the ultimate petrol head, only people who race with true passion and skill are considered to have a CarBeat (instead of a heartbeat). That passion and level of competition increases as every race goes by you can win it all or lose it all. With it being manual gear changes its all down to skill and car choice with different stats of acceleration, top speed and weight.

I have chosen to have an optional view of racing, Behind car so you can see all what is going on and also catch a glimpse of the opponent next to you, side on so you can see how close or far you are from your opponent so edging in front then behind idea to the finish (single player only), and super first person where you see from the front of your car (only the track and the HUD).

The game relates to game theory Roger Caillois Theory of Play. Illinx as the player will feel pressure and disorientation when they get faster the screen will blur, Agon as it’s a competition in several different ways PVP, P V AI and collection car levels especially with the slips mode where if you lose you lose the car you have raced in resulting in a smaller petrol head collection; and alea as there is a chance your opponent doesn’t shift at the right time allowing you back into the race. It also links into Mihaly Csikszentmihalyi’s theory of flow as if you concentrate and focus you will be able to shift gears at the correct time but if you fail to shift at the right times you will over rev your engine causing it to blowout also slowing you down before blowout.

With all that down it got me excited to get going. i have already started sketching down ideas for the games navigation and logo design which ill upload when completed.

the navigation breifly described for the idea i have now is below:

Step to step:

  1. Game start, Menu screen “START GAME”
  1. Contents page menu, options “single player” “split screen” “practice mode” “controls”
    • 2.1. if single player clicked “enter race- choose car” “my collection” “difficulty” “screenshots”
    • 2.2. If split screen clicked “enter race –choose cars”
    • 2.3. If practice mode clicked Thrown straight into a race with a random car with help tutorials.
    • 2.4. If controls clicked, show controls of game.
  1. When “enter race” clicked, choose car on a carousel basis showing statistics of car and colour selection.
  1. RACE!
  1. After race (you win/lose)

5.1. If slips race take to garage to show won car appear or lost car disappear

5.2. Takes you back to mode you’re on loops back to 2.1 2.2 or 2.3

5.3. If completed collection ultimate petrol head show credits or show reel of some race gameplay.

I believe that outlines how it would work fairly well but i will draw up a blueprint navigation to give visual aid to this.

Ultimately this project is a building block for me to test myself to the limits and improve in many fields of work. The main one being automotive modelling, it really is a thing ive found im pretty good at so i feel by pushing myself to pursue it and learn everything i can ill only get better at it every day. Then there is the blueprints side of things making my game work will help so much in industry when handing work down the pipeline if i have taken into consideration aspects of my work so the next person knows exactly where to start there work, or if i can say well its a this and that you need to do to make the car drift better with the rigging. All things that add to becoming a better professional towards industry.

The next step will be research into my area of work so research can be everything from who my competitors will be if i was to launch my game, to playing around in unreal engine 4 blueprints to figure how to get the racing mechanics and game working.