Trello Board Planning
To plan further ahead into this project I have created a Trello board with one of my team members Alex Needham. This board will help us both along the way to tick off anything that we have completed. This Trello board is filled with things that we both have to do such as the guns and the props. Each task is assigned to each of us and so we don't get confused, we have colour coordinated each task. The orange represents my tasks and the blue represents Alex's tasks. The reds are marked for importance which helps us understand which models should be taken into consideration of being modelled first, this way we don't miss out on anything that would affect the game for example the guns as the game is a shooter game or the buildings which are the main aspects to the level etc. The ones that don't have a red mark don't need to be looked at straight away but they are there if we have time to work on them. The ones with orange and blue marks just means that is a task that both me and Alex will work on together for example the Map planning etc. This Trello board also allows me to understand how much work I will have to produce in this project, which will allow me to be more smart with my production flow.
Map layout Concept art
With the planning of the Trello complete, I decided to get to work on the map layout. The map layout initially started out from an inspiration of Shipment which is a map on Modern Warfare Two. This map is full of shipping containers and has a very small boundary. This idea then got expanded a little further as I decided it would work best if it was a docks. This idea was first drawn on paper which I then worked onto doing some block outs to get a better understanding of the level.
Shipment - Modern Warfare Two
The first map concept
The inital plan stuck to mind and I took it to some paper. I drew out the idea in my mind of what I wanted it to look like as well as what the backdrops would be like. The idea of this was to allow players to run around a dock filled with containers and warehouses which filled out the map to allow players to hide. The idea of having water was great as this would help us with the back drop idea. Since water will be the majority of the map, it gave us less stress on what to fill the out of bounds with. This being in mind, I addes some back drop houses on the other end as this would help switch up the scenary rather than it all being water.
In the early stages of the level I created some sketches to help me plan out the level and to have an understanding of what I wanted it to look like. This then allowed me to make a start on the block outs to help give a better vision of what the level will look like. The block outs were simple to make as they were just a few cubes put together to create a basic shape of something that I wanted to showcase. The idea of this initial map was to have it set on a dock with the accessibility of water which would allow us to create a new mechanic of swimming. Stuck on the idea of swimming we were really unsure if we wanted to allow the players to swim or if it should be an instant kill if the player touches it. The idea of the back drop was to fill out the blank space which I decided the best way was to use houses. This would create a nice setting and will switch up the environment. The red area would be where the players will be able to run around which gives the size of the map and how large it could possibly be as the blue area is the water which the players will be able to access to give more of a switch up in the gameplay allowing for different play styles. The rest of the block out would be a no access zone as this would be out of bounds to which the player will be sent back in to the map if they escape. To fill out the map I wanted to add warehouses around the docks which will act as cover but also add to the final look of the map. I also thought of the idea of adding containers seeing as this is a docks which would make sense but it would also add for more fun in the games as players will be able to run through them.
Discussing this idea with the team, this idea soon fell off as It was just not what we were wanting. We had the idea of the gameplay to be fast and have early ideas of grappling and slides to keep people on their toes. This map struggled to provide us anything like this as the map was too big and there were not enough high vantage points. This idea of creating a new map struck mine and my team member Alex Needham's mind as we got on with trying something new. We kept in mind of the fast paced gameplay and created some ideas with the help of some reference maps from Modern Warfare Two. I had sketched up some new ideas for the new map to which my team member Alex Needham created some block out ideas of what we were generating. This idea had been inspired from another Modern Warfare map called Strike. I decided to take a more city/urban approach and actually have the buildings to be entered. This did mean that as a team me and Alex Needham would have to do some interior design but I think it would work better. I took a mixture of the shipment map and the Strike map and came up with my own layout.
Strike - Modern Warfare Two
The second map concept
This new design/layout works so much better and has a more filling amount of props. The breaking up of the streets to the buildings really help bring the map to life. Taking aspects from Shipment I decided to keep the thought of containers and make my own container yard. The Crane was a huge change to the map which also gave me the idea of turning some parts into a construction zone. The feature of the crane allows the players to reach different heights which gives a huge different feeling in the gameplay. The idea of this was to create three buildings, the first one I wanted was a seven story building to add a lot of height to the level which I also wanted going under construction to create that feel of everything is still under way and not complete. I wanted the second building to be three stories tall as this would break up the different height levels and to make feel more of an urban area and less like a city. The idea of adding one more building helped us fill out the map and bring everything close together. This final building was a one story shop which helps to bring everything together as this made the level feel more alive and less open which is what we were aiming for.
Building Concept Art (Exterior & Interior)
After completing the level concept art I moved on to working on my building that I was going to model in this project. The concept art will be broken down into each floor as I will sketch each floor to show what I plan to do with them. As I was unsure of what I wanted this buildings purpose to be I decided to write down three ideas of what this building could be which was a restaurant, an appartement and an office building. With these three ideas in mind, I decided to sketch up three different designs for the three themes. I came up with an initial sketch for each theme and then I took them all to a final concept to which I then discussed with my team which one was the best.
Creating the Restaurant block out
After Creating some sketches to help come up with a building design and interior design I decided with my team that the best option would be the restaurant. The reason we decided as a team to choose this one was because of how the layout was perfect and not too complex as well as the interior furniture would not be complicated to model as it would be a matter of duplicating a lot of the models which would save me a lot of time to focus more on the guns. With the chosen building type decided, I started work on making a block out of the building to help my team members Mitchell Whittaker and Joseph Bowman. They will be able to put this into a unity world to test their player mechanics and allow them to understand the scale of the buildings and the interior of the rooms. Below is a power point I created explaining what i did to get to the final result.