Project 2
— GAD174 —
— GAD174 —
Table of contents
Asset production is often a more involved process than it may appear. Having determined that an asset is in fact required during testing, the asset moves from placeholder to first pass, or shippable quality. Depending on the style and requirements of the asset, this may take hours or months to complete and may require the application of many specialised skill sets.
In this project, I engage with the asset production pipeline to develop first pass, or shippable, assets.
Because of a technical issue that occurred during this project, I was given the option to choose an already unwrapped 3D model from a small library of 3D models provided by my lecturer; I chose the viking shield. In this project, instead of focusing on the 3D modelling side of things with creating the viking shield in Maya, I will instead be focusing on the design of the textures/materials, along with the UI and audio of the project when implemented into Unity.
Image: Old Viking Shield, from StickPNG (n.d.).
This is the brief information document for this project. This document allows me to keep all of the information for this project in one place so I don't have to go to multiple different sources such as the Unit Syllabus and Unit Site just to check and see if there's anything I'm missing for this project.
This document isn't essential to this project at all, but I find it handy to keep the information all in one place for organization purposes. It will also make it more clear what the actual objective of this project is, which is always important.
This is the document that I have used to plan out my workflow and what I will be using/what I need to do in this project. It consists of the workflow, various sources and references, and key working points for the 3D model and materials, the user interface and the audio.
Things are a little less over-exaggerated as compared to project 1, such as with the interactions and the user-interface.
This model of a viking shield is relatively low poly and has already been unwrapped, ready for texturing.
Image: Front side of the viking shield model, untextured.
Image: Back side of the viking shield model, untextured.
This is a mock-up of the UI that I plan to create in this project.
Image: First UI mock-up, showing the Inventory & Equipment tab.
Image: Second UI mock-up, showing the Equipment Shop tab.
These are some raw audio files I have recorded for the project, before editing and mixing.
This project got off to a slow start—a very slow start. I'll talk about that in my final reflection, but let's talk about what I've learnt so far.
Firstly, with my proficiency—the two main aspects of this project that I have developed some knowledge and skill on is with the UI and audio. Although what I've produced so far is just the UI mock-up and unedited audio files, I've learnt about some pretty useful things through my research, mainly about the UI. I went around some servers on Discord and asked people what games have an equipment and inventory system, and I got some good suggestions like Rust and 7 Days to Die, as well as games I got on my own volition such as The Witcher 3 and Minecraft.
With the audio, I've built up some understanding on how sound in games are made, both through videos of how sound engineers develop sounds in games, such as this video I found on how sound engineers created very gruesome sounds for Mortal Kombat using foods (VICE News, 2019), but also through my own analysis on why specific sounds in video games are satisfying. I found that specifically with the sounds of guns, heavy objects colliding, etc., they all tend to have a very impactful and powerful/heavy feel to their sound, which is how we expect them to sound. I took this knowledge and applied it to the viking shield sounds by also recording sounds of me hitting and dropping a spare Xbox 360, which will be used to portray the heaviness of the shield.
Secondly, with my process—when I designed the UI mockup, I found that the Gestalt Theory helped shape the decisions I made for certain elements of the UI. There was one very good research publication that I looked at (front cover pictured right) which covered the Gestalt Theory for visual screen design (Chang, D. et al., 2002, pp. 5–7).
In this publication, Chang, D. et al. (2002) covers all 11 laws of the Gestalt Theory that relates to Computer Screen Design, and I found that some laws, such as the Law of Balance/Symmetry for the position of the equipment and inventory systems, and the Law of Proximity for the grouping of item slots in the inventory and shop, would be very helpful to follow in the design of my UI for this project.
Lastly, on the topic of person—XXXX
Image: Front cover of Gestalt Theory in Visual Screen Design, a 2002 research publication by Chang, D. et al.
In my research of a viking shield, preferably one that looks similar to the model I'll be using, I found some useful sources of similar looking shields and the look and materials of them.
The two shown to the right, despite the fact that they're of a latex shield designed for LARPing (live action role playing), show a pretty good example of what a typical viking shield (one that looks similar to my chosen model) from the Middle Ages would look like, with the colours, materials and finishes, as well as the smaller details like the bolts in the iron frame.
I also found the diameter of this shield through the source of these images, Epic Armouries Australia, which is listed as 69 centimetres.
See references section in planning document for image references.
Image: 3D Model workflow from planning document.
As part of looking into an effective inventory and equipment system for my project, I took a look at how other games have done their equipment and inventory system. I was mainly focusing on the equipment systems of games as that will be the most important system in my project.
For some examples of the equipment system from other games, I went around some Discord servers I was in and asked for some suggestions of games that have a drag-and-drop system for equipping armour and defensive items (such as shields), and got some good suggestions that I looked into. I found some games like Rust and 7 Days to Die (pictured right) that have a very similar drag-and-drop equipment system to the one I'm looking to create. Although they are laid out differently, the systems are essentially the same.
I also found that Minecraft's equipment system (also pictured right), while simpler, is more directly related to the equipment system I'm looking to create, as that system focuses more on armour and defensive items (such as shields) instead of a more general purpose system for things like clothing.
See references section in planning document for image references.
Image: Some examples of the Gestalt Principles.
I also took a look the Gestalt Principle, more specifically the key laws for the Gestalt Theory for computer screen design. As outlined in a research paper on the Gestalt Theory by Chang, D.; Dooley, L. and Tuovinen, J. E (2002), "The Gestalt laws explain how the individual elements from the environment may be visually organised into fields or structures (Koffa 1935). Traditionally the Gestalt laws are used to suggest how static visual elements should be presented in order to achieve effective visual results."
I found that my idea for the UI of this project follows along with some of the laws presented in the Gestalt Theory, such as the Law of Continuity with the individual equipment panels in the Equipment section having lines that connects it to the corresponding part of the player, and the inventory and equipment system following the Law of Balance/Symmetry as it equally fills both sides of the screen, giving a sense of balance/symmetry.
Image: UI workflow from planning document.
Image: Audio workflow from planning document.
Chang, D.; Dooley, L. and Tuovinen, J. E (2002). Gestalt Theory in Visual Screen Design — A New Look at an old subject. In: ed. Selected Papers from the 7th World Conference on Computers in Education (WCCE’01), Copenhagen, Computers in Education 2001: Australian Topics, Volume 8. Melbourne: Australian Computer Society, pp. 5–12. https://oro.open.ac.uk/11356/1/p5-chang_Dooley_Tuovinen.pdf
Royal Armouries. (2018). Brace yourself for a Viking invasion at the Royal Armouries this October [Image]. https://royalarmouries.org/wp-content/uploads/2018/03/Legends-Harald-feature-500x274.jpg
VICE News. (2019, August 20). The Secret To The Gruesome Sounds In Mortal Kombat Is Exploding Vegetables [Video]. YouTube. https://youtu.be/IYS0rPYjW28