wugla. (n.d.). Ancient Scroll 1 3D model [Image]. CGTrader. https://www.cgtrader.com/3d-models/architectural/other/ancient-scroll-1
Quick MSPaint sketch of the model. Originally, I had a whole stack of scrolls planned but it proved more time-consuming than I'd anticipated. I scrapped that idea in favour of a single scroll with a stylized wax seal on it (as pictured).
potterlili102000. (n.d.). Rouleau de parchemin - parchment roll Free 3D model [Image]. CGTrader. https://www.cgtrader.com/free-3d-models/various/various-models/rouleau-de-parchemin-parchment-roll
The project files for this Brief, including the 3D object I created in Blender.
Step 1.
Step 5.
Step 2.
Step 6.
Step 3.
Step 7 (after import into Unity).
Step 4.
I had a minor issue when importing the model into Unity; for some reason, the camera clipped through several faces of the scroll handle. I tried to fix it by changing the clipping planes of the camera but it didn't work. I think it may be due to the size of the model (approximately A4 size).
Plan for UI, with the interaction "read" button on the left and the exit button on the right.
Screenshot of UI image settings. This was taken prior to sample text being added.
Screenshot with the interaction prompt visible. I have decided to remove the READ button and replace it with this, as it is less clunky and awkward. I will still have the EXIT button, which I have changed to a simple square with an X to designate the close action.
Following the tutorial and our lecturer's advice about what is expected of Brief 1, I added a simple pause menu screen. It has a pause button which triggers the menu, and a resume button to close it. The other two are just for show at this point.
Step 8. Preview of the UI image in the game window. I had to tweak the PNG image settings a bit to change it to a sprite before I could use it.
Step 9. Sample text retrieved from:
Wikipedia. (2022, September 22). Lorem Ipsum. Retrieved October 1, 2022 from https://en.wikipedia.org/wiki/Lorem_ipsum
Kerr, R. (2022, October 5). Brief One: Implementing UI and Audio [Video]. Youtube. https://www.youtube.com/watch?v=Ozh8X3uFJkk&ab_channel=UnnaturalFreaksStudio
Video sample of the interaction prompt working with the KeyBinding script. The Canvas was disabled until I pressed "r", after which it opens correctly.
The fully functional, completed UI.
910YA. (2020). Old Parchment Scroll Texture PNG Image [Image]. PNGTree. https://pngtree.com/freepng/old-parchment-scroll-texture_5496789.html
The UI for this project is primarily diegetic, because both the scroll and the information on it exists within the game world and the story. It is a form of "in-game gadget" (Bowers, n.d.). However, the READ and EXIT buttons are non-diegetic because they do not exist within these spaces.
Bowers, M. (n.d.). Level Up: A Guide to Game UI (with Infographic). Toptal Designers. https://www.toptal.com/designers/gui/game-ui#:~:text=A%20video%20game%20UI%20is,attention%20to%20detail%20and%20functionality.
The script I created to trigger the UI scroll. I watched the Youtube tutorial our lecturer kindly uploaded for us (Kerr, 2022) to learn how to do this.
Clip of the EXIT button working in tandem with the KeyBinding script. In this screencapture, the button itself does not disappear but I was able to fix that by simply dragging the game object onto the openScroll object in the hierarchy.
I added an audio clip, downloaded from Makichevich (2022), as a simple Game Object with an Audio Source component. I didn't have to change any of the default settings for it to work.
Makichevich, D. A. (2022). Mysterious Celesta [Audio clip]. https://pixabay.com/music/mystery-mysterious-celesta-114064/
Tyler, D. (2022, September 19). Sound Design 101: The Power of Video Game Audio in Telling Visual Stories. Game Designing. Retrieved October 5, 2022 from https://www.gamedesigning.org/learn/video-game-sound/
Audio is a crucially important element of any game. It creates a sense of immersion and can evoke an emotional response in players (Tyler, 2022). Therefore, using the right sound for a game requires careful thought. I chose this specific clip because it has a slightly mysterious feel, which fits the adventurous treasure-hunting theme of the game.
I considered a few other tunes before settling on this one, mostly because the others were too heavy or ominous for my project. It's a stylized pirate adventure so having serious music would've damaged the light-hearted mood I am aiming for. In later Briefs, I will try to implement some relevant ambience (Mixkit, n.d.) to immerse the player in the shipwreck environment.
Mixkit. (n.d.). Sea waves with birds loop. Retrieved October 6, 2022 from https://mixkit.co/free-sound-effects/beach/
Proficiency: How did you develop your technical skills and knowledge? Give examples of the skills and knowledge, techniques, and self-directed research that inform your project (min. 50 words).
I have some prior experience with 3D modelling software, specifically Blender, so I was expecting to use it throughout the trimester. I was surprised to hear about our student access to Autodesk Maya as it's not software I've ever considered. When I used it for the first time in Week 2's class I was honestly a bit disappointed. The viewport and interface feels a bit clunky and outdated, so I will probably continue to use Blender wherever I can, even though Maya supposedly has more features. However, I got the hang of navigation pretty quickly so I doubt I will have major issues if I have to use it later on. For this Brief, I found inspiration by researching good-looking 3D models of scrolls done by others. Although the reference images I chose are realistic, I am aiming for a semi-stylized look for my project.
Process: How did you improve your workflows and processes, including changes and setbacks? Give specific examples of your research and how it influenced your creative process (min. 50 words).
I started with the design document template we were provided with in class, before deciding on an object to model. It took me a few days to come up with something that could have simple UI attached without feeling disconnected. My original ideas were a witch's hat or cauldron, but I couldn't figure out how to integrate a UI screen that wouldn't be too far above my skill level. In the end, I decided on a handful of parchment scrolls and letters. However, when it came time to actually model this, it turned out to be a bit more complicated than I'd thought so I cut it down to only one scroll. To make it more interesting (and less like a plain piece of paper) I've added a wax seal to the parchment. The only issue I'm grappling with is that my initial plan was to have the object be a pirate captain's journal, but why would it have a formal seal?
Person: What communication and collaboration skills did this project require, and how did you develop these skills? How did you manage collaboration, receiving and giving feedback to others? (min. 50 words)
So far, I haven't needed to outsource for knowledge or watch any tutorials yet but I am expecting to need help when it comes time to create the UI buttons. In terms of feedback, I haven't received any yet. I'm hoping to ask for some in next week's class (Week 3). Because this is an individual project, the most collaboration I've had is being given the Planning Document template and then filling it out.
Appraisal: Overall, how successful was your project? What worked or didn't work, and why? How did it match with your expectations? Give specific examples, screenshots or links (min. 50 words).
I am quite happy with how this Brief has turned out, and I had a lot of fun making it. The theoretical game concept is fun and allowed me the freedom to create a stylized model. Unfortunately, I set my expectations a little too high again with my plan for the model. Instead of several scrolls piled haphazardly together, I had to downsize to a single one with an interesting wax seal on it (see the MSPaint sketch design, as well as my Mid-Project Reflection). Getting the UI to work was easy enough; I already knew how to modify the PNG image (910YA, 2020) to make it function as a 2D sprite, and I'd learned how to create UI text last trimester. From the feedback I got in class, I believe I've done well enough with documenting my progress and workflow. I was advised to separate the information into categories, such as would be necessary when working with a team, and haven't received additional feedback on that yet.
Challenges: What obstacles did you overcome and how? What lessons did you learn? (min. 50 words)
For the most part, I didn't have any major struggles with this project. Creating the scroll object was no trouble at all, as I used software I was already familiar with (Blender3D). Something went a bit wrong when I imported it into Unity and for some reason the camera clipped through a few faces. I couldn't figure out how to fix it this time, but I will try to get it sorted for the next Brief. I had a difficult time finding research for my Audio section. Eventually, I decided to research why audio is important in games and learned that it is highly valuable as a tool to create immersion during play, and that choosing the wrong audio can negatively impact the player's experience. I used this new information to identify and justify why I'd picked the clip that I had. Also, I had expected creating a working exit button to be tricky, but
Future Goals: How will you improve your skills for future projects? What will you do differently in your next project? What will you repeat? (min. 50 words)
I want to learn how to model more complex shapes so that I don't end up having to change the scope of my design. Additionally, it would be worthwhile for me to be able to set up slightly more detailed UI, such as having Quit and Restart buttons. This would form the very beginning of a playable game, which is something I am greatly looking forward to doing. If I had to do this project over, I would put more thought into my scope and my given timeframe, so that I might design a model and accompanying UI without needing to deviate from it. Otherwise, I'm pleased with my work on this assignment.