For this brief, I am to start by choosing my specialty for example Character Design, Environment Creation, Prop Creation and so on. From here, I will research what it is that goes into my chosen specialty such as the pipeline from concepting ideas all the way up to producing finished or game ready pieces. Essentially, I will be writing my own brief for this module which will then be approved via a proposal, in this case, a presentation.
What I submit for this assessment will then be used to inform the brief and the creation of a piece of work
According to Juego Studios, the pre-production stage of a project is the very start of the process. Within games, this includes the production of concepts and ideas along with writing up initial design documents.
For my project I would like to focus on Prop creation, with an emphasis on creating weapons. My idea for this stems from some plans I'd written a while ago for a sword that will fit into the world of Destiny 2. With this, my target audience for this piece will be the prop designers at Bungie. This is a sort of passion project that I hadn't really got around to doing so I thought I'd use it for this module.
GameRant, 2021,Destiny 2: How to Get Hero of Ages Sword. Available at: https://gamerant.com/destiny-2-get-hero-of-ages-sword-how/
Light.gg, 2023, Falling Guillotine. Available at: https://www.light.gg/db/items/614426548/falling-guillotine/
Swordisblog, 2022, Best Medieval Sword Typed and Their History. Available at: https://swordencyclopedia.com/medieval-swords/
For my own sword, I would like to base it off of a real world sword that, being in Destiny 2, will have some sci-fi or modern elements to make it fit within the world.
With all weapons within Destiny 2, they all have their own unique names, I would like to give my piece its own name. On top of this, I picture it being of the "Exotic" rarity which means it will be completely unique and unlike anything that already exists within the game world or weapon/loot pool.
I feel this would be the sort of weapon that the player character would go on a quest to aquire.
Bungie, A games company based in the US. Creators of Halo and Destiny series'
Digital Extremes, a games company based in Canada. Creators of Warframe
For many years, I have enjoyed playing titles from various well known companies, to name a few, there is Bungie, creators of Destiny and Destiny 2, these are games I have been playing continuosly since late 2014. Digital Extremes are the creators of Warframe, a game with a similar style to that of the destiny games and a game that i have played less frequently but still enjoy. Finally, Gearbox and 2K are the companies responsible for the Borderlands series. This is another series of games I adore however they have a vastly different art style to that of Warframe and Destiny.
These games have similarities in one way or another those being that they are looter shooters or have an element of build crafting and ability or gear customisation focussed around the characters armour, weapons, abilities or a mix of all. What intruiges me the most is that no two weapon in any of these games looks exactly the same. When looking at Destiny and its 'exotic' gear class, every piece of equipment within this class is completely unique in both design and how the item works.
This being said, I have always admired the designs of each and every weapon I have managed to get my hands on within these games. From Destiny, the likes of the Gjhallarhorn and the Hawkmoon come to mind in particular. It would fulfill a dream of mine to be able to work at Bungie in particular and it would be one of my end goals in terms of my games industry career.
Alot of my inspiration for wanting to become a weapons artist for video games comes mainly from looking at and using the weapons in a game which led me to find out those responsible for the creation and design of whe weapons within Destiny in particular. Below is a link to Mark Van Haitsma's artstation who I had discovered worked on many different weapons and hard surface props from Destiny and Destiny 2, he has also done some work on the DOOM 2016 game.
I am aware that these companies are a few of the largest within the industry currently, they are both based in the US and that it is quite ambitious of me to have set the bar this high so soon. However, I do think that having this as an end goal to work towards will give me the want to work on my hard surface and weapon modelling skills for the future and spur me on to meet this goal.
With this in mind I have found another company that I would happily work for that, if nothing else, is at least based within the UK.
Rebellion Developments, a games company based in the UK. Creators of the Sniper Elite series.
Rebellion Developments is a UK based games company and are the creators of the Sniper Elite series. Sniper Elite focuses on an american soldier from World War 2 who is sent on various missions within Axis occupied contries armed with only what he can carry.
This is also a fun game and I enjoy the 'bullet cam' mechanic whereby, upon firing a well placed shot from a sniper rifle, the game proceeds to follow the bullet to the target, showing the player the damage caused via a slow motion x-ray of the bullet passing through the target or the damage cause by a resulting explosion or other external occurence.
For me, Rebellion Developments would be a more reasonable target audience when it comes to securing a job while Bungie or Digital Extremes work as a better target audience for the type of project and the theme I wish to produce. Going forward I will include Rebellion Developments as part of the target audience and will keep them in mind for this and future personal projects in the future.
This is the first rendition of my proposal document. At this stage there are still a few things I need to iron out and improve to completely nail what it is I want to do with this project.
I have begun piecing together the initial mood board for my weapon. Following this, I plan to go into further detail and begin working on creating initial designs and block outs as well as a callout sheet for my piece.
Early in this module, I was not entirely sure exactly what I wanted to do in terms of putting a plan together and the research I'd need in order for this module to inform my final GAMA3000 project, this was due to having high ambitions in terms of target audience. After talking with a good friend, and previous graduate of this course, I now have a more solid idea of what I want to achieve and what research I need to do to inform my later GAMA3000 and GAMA3005 modules.
The result I want from this, and the aforementioned modules, is still to create a realistic weapon prop based on real world elements with futuristic and sci-fi elements added to fit a game world similar to that of Destiny 2. For this module specifically, I aim to research the pipeline and processes of creating props and weapons which will be used to inform what I will do within the GAMA3000 module. I plan to do additional research into rigging and animating props as there are some moving parts I'd like to show on my weapon. This will be used to inform my GAMA3005 module.
Throughout the GAMA3000 module, the aim is to model and texture the weapon using industry standard pipelines and processes within Maya, and potentially ZBrush for certain elements.
Throughout the GAMA3005 module, the aim is to rig and animate my weapon informed by research done within this module. If I have time towards the end, I would like to do some research into VFX to make the already applied textures and other elements pop and be more interesting to look at.
Pixune, 2023, 2D & 3D Game Art Pipeline - Step by Step Guide. Available at: https://pixune.com/wp-content/uploads/2023/05/Game-Art-Process.jpg
I found the above image on Pixune.com which covers a basic pipeline that can be used for all aspects of Game Art production from characters to environments and props. I plan on using this as a baseline throughout all of the respective modules.
This being the pre-production module, I will cover everything from idea generation all the way up to 3D model planning and design.
Production will be split into two parts, the focus of GAMA3000 will primarily be on 3D modelling and texturing
Medieval Extreme, 2023, Flamberge, two-handed flame-bladed sword. Available at: https://medievalextreme.com/swords/flamberge-two-handed-flame-bladed-sword/#:~:text=Like%20other%20Zweih%C3%A4nders%2C%20they%20were,Blade%20length%20110%20cm
The real world element I am basing my sword off of is the flamberge sword known as the German Flammenshwert, a large two-handed, flame-bladed sword that was used during the 16th century by the Landsknechts.
The Landsknkechts were German mercenaries that were used in military formations during the 16th century. The formations would consist mainly of of pikemen and foot soldiers, with ffront lines formed what was known as "double-pay men" known for their use of different two-handed swords.
Wikipedia, 2023, Landsknecht. Available at: https://en.wikipedia.org/wiki/Landsknecht
Following this research, I found some specifications for this type of sword that may help me to figure out the proportions of the sword in relation to a scale of a player character. Going off of what I have found, the sword I want to create will initially follow these specifications:
Entire sword length 150cm
Blade length 110cm
Handle length 40cm
longest crossguard length 20cm (this will encompass the total diameter of the armillary sphere that replaces the crossguard)
blade thickness 2cm
These specifications are subject to change once I see them along side a scale player model.
Here are some initial sketches of how I would want my sword to look. I have a few of my own reflections on these initial designs that should improve my vision of this project for the future when I am implementing such designs.
In my opinion, there is not much more that can be done for the blade, I believe it to be the right shape and length. One thing I may experiment with is making the blade wider or thicker towards the hilt section and having it get thinner towards the tip. Another idea for the blade that was put to me was to have the blade be made of pure energy that comes out of a section of the prop that would be in place of the current blade shown here.
Going forward with these designs, for the revolving armillary sphere section, I am going to stick with having a larger central orb with fewer outer rings as, if this sword were to have a hero piece or an area of focus, I want it to be the hilt section. I would also like to play with the idea of having the opened up section as shown here on both of the right most designs. On top of having the rings revolving around what will be a miniature sun, I want the whole thing to have a subtle hover or bounce and I fear having it closed withing a full circle may cause collisions or clipping.
This is the first blockout I made for my prop. Following feedback, the only real issues is how simple and boring the handle looks here, as well as the handle being too small for a person to realistically weild this weapon. When creating the weapon for real in my future modules, I will have a more solid and polished handle design with a textured grip and a tape wrap.
My final proposal form is linked here
This module has allowed me to display my creative freedom within an area of Game Art, as well as the themes and genres, that interest me the most. I have enjoyed building the story around the concepts and ideas I have produced and have enjoyed the freedom that comes with self lead modules such as this. The motivation that comes from the ability to work on something that genuinely interests me is exceedingly helpful as I feel this will stop me from becoming burnt out. Also, knowing that this is something that I hope professionals will see in the future really drives me to est myself and makes me want to ensure I create the weapon for this project to the best of my ability.
Through the course of this module, I have managed to come up with a solid idea for my weapon prop and I feel I am adequatly prepared for the modules to come. However, there were a few bumps in the road for me during this module where there were occasions where I was unable to produce work or even research everything I felt I needed in order to prepare myself going forward into the next semester. Between now and the start of the following modules, I aim to cover anything I am still unsure of to ensure I hav the best possible start when I come to creating my sword.
I had also ran into some uncertainty when it came to producing research for the upcoming Supplementary skills module as, at the start of the year, I was not timetable in for the 3005 module until late into the semester. I will continue to work and research through the ideas I have for the upcoming modules that support the main GAMA3000 module.
To conclude, there are some things I need to iron out before the start of the production process but I am certain I can get myself prepared before this time.