Gears of the Undead FMP Evaluation
Introduction –
In this evaluation, I’ll be going over the various aspects of the project, providing a thorough overview of its goals, accomplishments, and rationale. The primary objective of "Gears of Undead" was to create an immersive and thrilling zombie survival game that combines elements of strategic gameplay, intense action, and a captivating storyline. Our aim was to deliver a unique gaming experience that would keep players engaged, challenged, and entertained. I feel that we have delivered on this and this evaluation will explain why.
Throughout the development process, our team focused on creating a seamless fusion of gameplay mechanics, level design, visual aesthetics, and audio elements. We aimed to strike a balance between intense combat encounters, strategic decision-making, and an engaging narrative that would immerse players in a post-apocalyptic world overrun by hordes of undead creatures. Whilst this game has not been fully developed in the twelve week time period, we have made significant steps towards achieving our goal and plan to continue this once the project has ended.
The rationale behind "Gears of Undead" was to provide players with a complete gaming experience. We wanted to create a game that not only tests players' skills in combat and resource management but also offers an engaging storyline that unfolds as they progress through different levels and confront many challenges. While we largely succeeded at developing the storyline, the combat mode is something we will continue to build on in the future as we develop the game further.
Proposal and Time Planner –
Using a timetable was essential to keep myself on track and maintain a sense of order throughout the project. It was reliable and guided me through each week helping me make the most of my time.
When I shared the initial idea for the theme of the game with others, I received positive feedback. Many expressed excitement and enthusiasm, highlighting the uniqueness of my concept. They noted that the steampunk era was relatively unexplored in the genre of first-person shooter games, making my idea stand out. I then tried to incorporate elements of this into every model that I created.
As we explored deeper into the development process, our group found ourselves becoming increasingly passionate about the initial idea. Collaboratively, we continued to build upon each other's contributions, allowing the concept to evolve. With each iteration and discussion, our love and enthusiasm for the idea grew stronger. Therefore, we have come to recognise the value of team working.
Planning –
During the production planning phase, I engaged in extensive research, collecting a variety of reference images and models that served as inspiration for my own designs. This allowed me to stay true to the steampunk theme and incorporate features like gears and copper pipes into my models. Next time, I will aim to collate these images into a digital catalogue to improve my record-keeping and ensure I am able to quickly and accurately find the correct reference image.
In addition to planning the actual 3D models, I dedicated time to exploring different colours and textures that would best suit my creations. This involved gathering a range of textures, such as copper and dark wood, as they were commonly used materials during the Victorian era. This was really helpful when it came to texturising my models; I did not realise at the time just how much difference having the detailed knowledge of different textures would affect the final finishes I was able to apply to my models.
Primary Research –
For my primary research, I had the opportunity to visit the Beamish Museum, where I immersed myself in a recreated Victorian-style town. It was an invaluable experience as I wandered through the streets, capturing inspiration at every turn.
During my visit, I focused on capturing the essence of the era by photographing various elements that stood out to me. I paid special attention to old-styled lamps. I also explored different types of buildings, observing their architectural details, and capturing images that would serve as references for my own creations. This proved an invaluable experience that enabled me to better visualise the landscape that the models I was creating fitted into and therefore improved my build practices. In the future, I will definitely take any opportunity I can to incorporate primary research into my project, especially if there is an opportunity to conduct research in a submersive experience.
To delve even deeper into the Victorian aesthetic, I took the time to explore the interiors of some of the buildings. This allowed me to grasp the intricate details and features that defined the era. By capturing these aspects through photography, I aimed to ensure that the game's representation of Victorian architecture and design would be as accurate as possible and I feel that I acomplished this.
Secondary Research –
In addition to my exploration at Beamish Museum, I research Victorian buildings by extensively searching online resources for further architectural references to enhance my building designs. This helped add to the knowledge I had garnered from my visit and made me more aware of different models and design details that I could add to my models.
While my focus primarily revolved around weapon design, I obtained inspiration from other steampunk-themed games to explore a wide range of weapon varieties. Among the games I studied, The Order: 1866 caught my attention due to its diverse array of weapons and their intricate steampunk features. By examining The Order: 1866, I found valuable references and ideas that complemented the design elements I had already planned to incorporate in my own models. The game's weapons showcased captivating details like intricate piping and mesmerizing gears, aligning perfectly with the steampunk aesthetic I aimed to achieve. Many of these details can be found on my models, proving that this element of my research was invaluable.
Production –
During the production stage, my focus was solely on completing each model to the best of my ability before moving on to the next. I recognized the importance of avoiding distractions and ensuring that each model received my full attention and effort. I dedicated several weeks to ensuring that the models were close to completion as possible, utilizing this time efficiently.
Reflecting on the process, I realized that I could have further improved my time management by creating a separate timetable specifically for modelling tasks. This would have allowed me to allocate dedicated time slots for each model and ensure that I stayed on track with my progress.
To maximize productivity, I implemented a systematic approach of working from one side of the model to the other. This method allowed me to maintain a sense of flow while also identifying any parts that required alterations or adjustments to ensure a seamless fit. Throughout this process, I frequently referred to my research materials to ensure that every steampunk feature and element could be incorporated into the models. This attention to detail contributed to the overall cohesion and adherence to the steampunk theme.
Final Product –
The outcome of creating steampunk weapons was generally pleasing, although there were areas that could have been improved. The steampunk sniper rifle received positive feedback from others, especially due to its canister stock that added an original touch. However, the submachine gun could have had added steampunk features, such as additional copper piping, to enhance its overall design.
The final product aligned with my initial proposal for the project, as I aimed to create steampunk-inspired weapons and I believed I achieved this. While I am proud with what I produced, there are aspects I would change or improve if given the opportunity, for example, the UVs on the Victorian buildings were misaligned as the brick textures did not line up perfectly.
Receiving feedback on the products was valuable in gaining insights and highlighted areas for potential improvement. The knowledge gained in 3D modelling techniques, texture mapping, and steampunk design will impact my future work as I have tried out many new programmes (including Blender and Maya) and digital tools (such as sculpting), allowing me to create immersive and visually stunning assets.
The project successfully met its goals and aims in creating steampunk weapons. The positive feedback received for the sniper rifle proved the efforts invested. Moving forward, I will continue refining my skills, seeking inspiration from different sources, and embracing feedback to create even more captivating designs.
Conclusion/ Final Evaluation –
I am extremely satisfied with the outcome of the game and the models I designed. As a group, we successfully accomplished our initial objectives, although in hindsight, there is room for improvement in terms of project time management, especially considering that the game is a demo. If given the opportunity to do it again, I would emphasise the importance of sticking to a timetable and establishing consistent working patterns within the team.
Nevertheless, each team member contributed effectively and performed their respective tasks exceptionally well, resulting in a highly successful outcome. The final product demonstrates the collective effort and commitment we invested in the project.
In conclusion, I am proud of what we have achieved, but recognise that there are areas where we could enhance our project management. Nonetheless, the collaborative teamwork, combined with individual dedication, has led to a remarkable outcome that exceeds our initial expectations and we look forward to continuing the project development of this game outside of college in the near future.