In order for you to be able to decide on a project, you need to complete a SWOT analysis of your skills and knowledge to be able to choose a project that is right for you.
Generally speaking, I find that I'm a fairly fast learner, meaning with a bit of practice I could give myself a varied skillset. However, out of the individual aspects within game design, I would say I'm the furthest progressed with animation. Aside from games design, I'm an experienced video editor and have been taught cinematography through practice and previous education.
I've found throughout the course that sound design is something I find quite difficult. Creating sound effects does not come naturally at all and i have a weak understanding of applying the ones I can make.
This also applies to music which I find even harder, getting through unit 5 I found to be very difficult.
Making 3d models is something that i'm not that experienced in either and I find that difficult too.
I can work on the FMP whilst at home, both research (secondary and primary) and practical. There is a lot of equipment within college that I don't have access to normally. There are also a lot of people in my class who I can talk to and help inspire ideas for both parties.
One issue I'll have is focusing during practical on site, from previous experience I know that I find it much easier to focus on my own without distraction, meaning I'll have to spend longer to get anything I make to a standard I'm happy with. Time is another issue but mostly when mixed with ambition, which I'm fairly susceptable too.
Note - Any layouts included on this page are purely suggestions. Please edit to fit your project.
A 'post' post apocalyptic flooded world, resources are rare and factions wars are sparked. A large portion of humanity got genetically altered to live within salt water before the turning point (?) therefore we have another race of human fish. I sort of came up with this on the spot so a lot of it might change. All ideas would use this setting,
My plan is to decide what I'm doing, then make the setting, I know this backwards to the industry, however by deciding what I'm going to do first, I can make a setting which doesn't hold me back creatively, this doesn't apply to the second idea, which would be a proof of concept and just use test graphics unless I have the time to fluff it up. With that being said, I've got the theme of climate change I want to explore
One thing that is getting a lot of attention from media but not from video games is the melting of the ice caps and rising of sea levels. Given the scenario that the ice caps fully melt, the ocean could rise 230 ft according to howstuffworks and usgs, though another point brought up by howstuffworks, is that water is at it's most expansive at 4c which would raise the height even further. This height is enough to flood all coastal cities.
A film that explores a very similar idea is Waterworld, a film by Kevin Reynolds in 1995. The film itself was a flop which, according to Screenrant, was due to an excessive budget matched with a slow pace, however this article also says that in recent television streaming, it is started to garner a cult following due its timeless appeal and unique setting.
Gene manipulation is another thing that is explored within this idea, which is very common within sci fi, specifically though, Barotrauma's gene splicing, in which the players can use an item to 'splice' genetic material into their system and gain a semi permanent bonus or ability. This idea would be really interesting to implement because it could lead to multiple gameplay styles, say other creatures have evolved to new habitats and are almost unrecognisable, so you can 'steal' their adaptations to give you new abilities or strengths that relate to a style of play. For example, a cat like enemy that has enhanced its stealth to allow them to entirely camouflages within flooded urban environments but also can use octopus like suckers to climb up wet surfaces.
In my very initial idea I noted down, I mention a separate species of human adapted to water: an idea not uncommon to settings such as this. However my favourite style of these, are the Trench of dc's Aquaman, a savage race of mutated fish people. Though i'm also going to take inspiration from Elden Ring's Albinaurics who are the result of an attempt to create life forms, however they are plagued with various ailments such as the first generation having ineffective and slowly disappearing legs and the second looking quite... pathetic. With these two inspirations in mind, it would be very interesting to have a few variations of this aquatic branch of humanity: savage piranha minded creatures like the trench who had their minds destroyed by the genetic manipulation process, intelligent but vengeful creatures who were transformed against their will and so detest humanity for creating them (similarly to the super mutants from fallout). Lastly, perhaps a third species who were willingly transformed and are just like humans who can survive underwater, and they can be just as diverse as the rest of the human npcs.
I've conceptualised these species and the tensions between them the way I have to allow creative freedom and potential storylines, for example, we could have an NPC that breaks away from the vengeful fish people to live with surfaces dwellers. They could be philosophical and help explore the game's themes, which could get quite interesting with this idea: the degree necessity of human experimentation in a desperate situation, and can the vengeful fish people (better name coming soon) blame humanity for making mistakes when the clock was ticking? They would obviously be treated unequally by the denizens so their story can have multiple ways it could potentially go.
(subnautica)
The environments are going to reflect the world hundreds of years after it flooded, lone clusters of skyscrapers serving as islands for moss and trees within massive sprawling oceans are going to make the worlds surface feel desolate, aside from the mountains that form islands. however under the waves are massive, functioning aquatic cities, but the safety they project is limited, as within the trenches lie in networks of caves.
Character creation is also a feature I would explore as well, giving options for species which affects both visuals and stats, such as a humans who breath far better on land and move faster on land or friendly fish men that thrive underwater but struggle on land without equipment. This is done so that the player can feel represented the way they want to. additionally, this allows for replayability.
My first idea is an introduction cinematic to a game that I would design. These can also double up as cinematic trailers since they both serve the purpose of delivering exposition. The game idea itself is going to be based off climate change, and would developed /researched in a logical way to ensure I portray the world under a cinematic lens whilst also displaying some of the basic game mechanics. The sources of inspiration I am initially drawing from are: Dark souls intro, starcraft 2 legacy of the void's cinematic, World of Warcraft expansions. Bloodborne has a pretty cool one that plays if you leave the main menu open for long enough.To achieved the desired result, I would use blender for production and davinchi resolve for post production. YouTube will be useful for tutorials. This will be presented in an mp4 format, maybe on youtube or vimeo, though it could also be presented as a shared file. I hope to learn and practice animation skills, as well as sound scaping, modelling and cinematography. In addition to that, this will be develop research and designing skills.
The dark souls intro I really like because it contains a huge amount of exposition to explain pretty much everything you need to know in the past, but then when you're actually in the game, its been a very long time since those events took place and you're left trying to figure out what happened in the gaps. This makes it synergise with the gameplay very well and it fulfils multiple purposes. I would definitely take the idea of using the intro a source of exposition and a mood setter so the game is set to start off on a high note with some exposition delivered. Despite this, I have better options to take inspiration from for cinematography.
Starcraft 2: legacy of the void's opening cinematic is my favorite animated short of all time. This is for a lot of reasons: firstly, the visuals. In typical blizzard fashion, the quality of graphics and render are absolutely insane, the animation is top notch and the cinematography is Oscar worthy. Secondly I'm extremely bias, the protoss are my favourite race in starcraft. Lastly, the entire cinematic is accurate to how the game plays: the pylon takes exactly 90 seconds to spawn in just like it does in the game for example. This attention to detail is what I would definitely take from this cinematic because it links to the game exceptionally well which not only portrays the game, but also makes it more thrilling to watch as you can understand what's happening on another level. I would also bring home it's cinematography, however I believe blizzard's magnum opus for story telling animation can be found in Overwatch.
Although not previously mentioned, blizzard's dragons animation for overwatch I really love for its storytelling, as well as attention to detail. the map in overwatch that the cinematic takes place in has the scars of the battle that is fought in the cinematic, for example there are arrows in the floor where Hanzo shot at genji. However what I'm really taking from this is the story telling: the best example of this is when hanzo uses dragonstrike, and genji using his blade to turn it around to hurt hanzo. This is significant because in the story, hanzo 'killed' genji and instantly regretted it, and has been atoning for it ever since. In this process hanzo developed a very strong self loathing. In this entire cinematic, genji does not hurt hanzo once and the only time he is hurt, it is by his own attack, representing that genji harbours no ill will to hanzo over these events but hanzo can't move past it. I want that level of story telling if possible because that makes the cinematic so much more compelling.
My second idea was a collection of skyrim style kill moves and the system for doing them. Obviously, the Soulsborne critical animations, skyrim kill moves were my main sources of inspiration but as I explain later, there are many more sources that get pulled from. This would be made in Unreal engine 5 for multiple reasons: I don't know unreal engine as well as unity and I would like to learn it, the animation smoothing I think would look better in Unreal and to be honest I just prefer it. If I need to learn something I can use youtube tutorials, and hopefully find at least one youtuber who I find reliable. I would present this in a video recording mp4 file, and include the project as well.
In doing this I would be developing animation skills, coding and implementation of animations.
The main inspiration for this actually comes from John Wick, an action film shot and produced in a unique way which breathes new life into an otherwise stagnating genre. The club scene is the best example, although the scene is good enough to anaylse for the outstanding cinematography, I'm referring to the combat scene where Wick comes face to face with his enemies and does these 'takedowns' to incapacitate them and then kill them (or killing them whilst incapciting.). This in turn inspired the takedown animations from Watch Dogs Legion, which are more relevant to my research in this case. They are snappy, relatively short and uncomplicated which keeps them efficient in combat, adding to its fun factor whilst also keeping it viable/balanced. I would definitely take the snappiness of the takedowns but I'd limit that these efficient takedowns to during combat, maybe if its the last enemy they could go for something more like Skyrim for a more satisfying end.
Skyrim's killcams were a very strong influence, they sometimes play on the last enemy in a combat encounter. There are both first and third person killcams, though you can get dragged out of each and put in the other perspective randomly which can sometimes feel jarring if you go from 3rd to first person for a killcam. In Skyrim's nature, they don't always work and sometimes actors die before they get hit if they collide with a wall, which is intentional to avoid clipping and bodies/loot from falling out of the game space, but it activates unnecessarily at times. I would take the idea that they happen automatically to give a bit of combat flair, however i would find a way of executing a sort of 'lesser killcam' within combat to make it more visually appealing and satisfying to partake in, something like the soulsborne's critical attacks.
In particular, I think the demon souls ps5 remake critical are the coolest, because they are all unique per weapon type and also just have the most flair. They are activated by breaking an enemy's stance and then performing a standard attack on them, if executed correctly your character will play a slightly different animation which if hits will trigger the rest of the animation to follow. They are usually extremely damaging and typically kill most normal enemies within a single hit. From this I'm going to take inspiration for their implementation, mixed with Skyrim's implementation. Say criticals are executed on staggered targets that are in the damage range for a killcam, but you get a fully cinematic camera shot for the last enemy if they are staggered, that way you still feel the weight of every kill but the last one would not only tell you that combat has finished, but also provides a satisyfing end to an encounter.
My third idea is to make a gameplay trailer for a game that I would design. This could use any gameplay trailer as reference, but i'm specifically using elden ring's gameplay reveal as a main reference. Other trailers I could reference are baldur's gate 3's trailer and Overwatch 2's original gameplay trailer. I would use a mixture of unreal engine 5 to make the mechanics showcased, blender to model characters and animate them, obs to capture the gameplay and davinchi resolve to edit them into a trailer. If there is something I need to know how to do I can use youtube, This would be presented as a video, mp4 for high quality. It would progress my editing, modelling. designing, animation and unreal engine 5 experience.
Elden ring's trailer quite obviously worked, with 20 million copies sold. The purpose of a gameplay trailer is to appeal to the target audience and make them want to play the game, achieved through inciting excitement, intrigue via mystery or otherwise applying some other hook. Gameplay trailers differ from other trailers because they (unsurprisingly) focus on the gameplay when its visually at its best, Elden ring's trailer takes this to another level by utilising different camera angles and mechanics that look cool and are accessible but don't necessarily get used in that moment of gameplay being showcased. This method is one that I should definitely adopt because it allows more creative freedom and elevates the cinematic potential.
Like a lot of gameplay trailers, Baldur's gate 3 uses a narration by J.K Simmons to build tension and deliver exposition to the audience. If possible I would like to include a narration for the effect that they have, however getting one that doesn't sound mediocre is going to be pretty difficult.
Overwatch 2's gameplay trailer I can use as a structure guide, as I believe that it is structured in a way that makes the sequel look massive. Unfortunately, it wasn't, half the content didn't make it to the game but that's irrelevant.
I'm going to go with option one, because I find it the most exciting idea and it lines up with my most developed skills and develops them further.
Experimentation process:
This is a test shot, 'quickly' bashed out to demonstrate my idea.
Firstly, i open blender and add an ico sphere, this is the base for the head that I'm going to sculpt. I decide which 2 vertices I want the eyes to be centered on and recede them into the head. I then add a UV sphere and add a mirror modifier and move them both into the sockets created. I then spent a while building an aquatic like humanoid creature and this was the result
I then go into the shader editor and below you can see what I did. The process was as follows:
I added a colour ramp because they are universally helpful, then added a Voronoi texture for a 'uniform randomness' similar to scales found on reptiles. I fiddled around with the voronoi scale and plugged it into the colour ramp, where I changed the colours and values to create a pattern where the scale was blue, but tinged with green around the edges, and the gaps were shaded black. I also plugged the voronoi into a bump node (after experimenting with normal maps) and then connected that into the bsdf for a bumpy and 3D look. However at this point, the entire head is full of scales so I add a mix node and an image texture node. I add an image texture which is pure blue and colour in the gills, eyebrows and parts of the nose ridge thing red. I also add a tiny bit of shading around the eyes. I combine these two textures to create the affect just below. The eyes are pure black with specular at 1 and roughness at 0.
I need some shoulders so that the head isn't floating in the shot, so I add a UV sphere, stretch it down, grab a face on top right (with symmetry on X) and pull it away to create the illusion of arms and shoulders. I then go into sculpt and very roughly detail the back and add boney bits to the shoulders. To finish this off, I add the head shader to the body to save time.
For the world properties, I made it blue and then added a principled volume shader and fiddled around with that
From this point, i fiddled around with lighting to make it look underwater and added a camera angle
A video showing how the rest of experiment was achieved
The finished experiment, bashed out within 2 hours.
One thing to mention: the lack of audio makes me look deceptively confident in what I was doing. From the recording onwards, a lot of it was experimenting, especially with lighting. However what I did learn from this experiment was how I can make environments resemble that they are underwater which , in a cinematic about water, is very important! Specifically I learned that volume scatter works a bit better than absorption for underwater, though it would probably be even better to combine the two of them and see if that works. I also learnt that it may be best to start head models using a rounded cube rather than a sphere.
In order to learn, I need to push myself, therefore its a good idea to label what I already know how to do.
Blender - In general, I'm pretty comfortable with blender, I at least vaguely know what most of the UI does and means, however its the nuance in those options that I'm learning
Basic modelling - This is a skill which has a very high ceiling, meanwhile I'm still looking for earthworms in the dirt. I know how tools work and various techniques but haven't actually applied all of them yet.
Basic rigging - Armatures and bones and stuff makes sense to me, I'm fairly familiar with them and I've noticed I'm able to adapt to new rigs pretty quickly. I can't make really advanced and scary looking rigs though.
Basic animation - Animation is hard, I first started animating 4 years ago and I still feel like I produce beginner stuff.
Editing - Something I'm much more confident in, but is the least relevant part of this project
What I want to learn:
I have never created a swimming animation, nor have have I ever animated anything that is underwater (with like one exception) so that would be very cool to learn!
I also haven't modelled a base humanoid mesh that didn't look like the videos on the right (though that was the first thing I ever modelled), so although I can see it being difficult, creating and then rigging that would be a great thing to learn.
I really like the setting idea, and I really like the project itself, i'm looking forward to developing everything. I think the setting is unique enough to make a good cinematic out of. I did find the other few ideas really hard to write about however, as I was so hooked on the cinematic idea. The experiment... well it was very rushed and that much is obvious. I do really like the lighting even if its extremely over the top.