This week, I begin making models, starting with the simplest shapes to build up my skills. In this way, I can gain experience with the more advanced models instead of starting with them and finding the task more difficult. Over this time, I can develop and refresh my Maya skills so that I'm more prepared for more advanced models. Over this week, I was happy with my progress as I could finish many smaller models and significantly shorten the list of models that I needed to do. Next week, I can use the confidence I developed to make more models that have more complex topologies. Since I gave myself this order, I found this to be a helpful stage as the development will get progressively more challenging- a logical step to reduce the chances of me getting overwhelmed. Going into the models this week, we agreed not to make a high and low poly to save time with the number of models to make over these weeks. My favourite model this week was the Storage Chest, as it got me thinking about how I can expand on a simple shape to make it stand out. The model that gave me the most trouble was the metal item, since the subdiv proxy was making the UVs very awkward to work with. I decided it was in the best interest to mark this model as harder than I expected, so I decided it would be more time efficient if I instead moved on and revisited it at the end.
With my teammates, we discussed how we should each begin our production. We realised that we all had different workflows and methods that worked for us, taking these into account and opting to use them when figuring out what our project pipeline is going to look like. I decided I work best focusing on one task before moving onto another, so I'll be modelling for the rest of the weeks I have on my time plan, avoiding me going off track and being stuck on where to go next. Reece, however, prefers doing smaller amounts of multiple things, so he will be working on both his level and his models through the next few weeks. This works in our favour as Reece is designing his level first means we can use some consistency in theory and format while changing it up to make each level area distinct. Andrew will work on programming features ready for when are levels can be merged into the packaged product, giving us a goal to aim towards for the next few weeks.
I started by putting three cylinders next to each other and using the multi-cut tool to add more polygons. This will be useful for later details when I add indents like with typical logs to fit the classic stylised look.
By selecting the top faces using Tab, I can push the top section in and use the translate tool to push it down to create something more resembling the shape I'm going for.
I select some random faces across all three cylinders and push them in to create some additional indents and detail to give the piece a more natural appearance.
At this stage, I'm pleased with the model's progress so far. As a simple model, it doesn't require an immense amount of detail, so I believe it was the correct decision to kick off production with this. This can allow me to build up my skills and familiarise myself with some basic controls and practices, which may help me in some more complex models later on. Since the model was very simple, I didn't have many problems with it as I knew what I'd have to do at each stage, only adding more indents to create a more natural look.
I experiment with the position of the dents to make the model more dynamic, separating them across the space and making the most of it to make the design choice more noticeable.
Since the model didn't need to stray too far from the default topology, laying out the UVs to have the textures be neat wasn't a problem. The UVs were separated into the top and bottom, the rims, and the sides.
Due to the model's simple topology, I didn't have any problems with the model during the process, but the UVs gave me some trouble at first. Once I unfolded them, it seemed like there was only one UV set, even though there were three combined objects, but after realising they were overlapped, I fixed the issue by making a few cuts to separate them into removable pieces. Initially, I was confused why only one log would appear, but after remembering the objects needed to become one with Mesh < Combine.
With the UV stage complete, I will revisit this model at a later stage when all models have been completed. I have found it difficult to judge the models in their current state, as only when each model has been textured does any form of style begin to develop. I believe the methods I chose were the most appropriate, as I was able to achieve what I wanted. I didn't encounter any major obstacles with this piece, so I felt comfortable moving on to the next. Setting a target goal of 6 models this week would put me just under the halfway mark and give me 2 weeks to complete the last half of the models on my list, saving the more complex ones for last to establish a progressive workflow. This aims to have a stronger mental impact as having most of the models done by the first week will help build the confidence I need to take on those I may otherwise find more challenging. Next, I aim to make other simple items like the Rock and Sharp Rock, key for recipes involving simple tools to kick the player off.
With the standard rock item, I begin with a cube, then use multi-cut like with the last model to curve the top edges, creating more topology to avoid simplicity.
Pushing the top vertices inwards means I can create a smoother shape. Adding extrusions at the bottom makes it more natural and rock-like.
Bevelling the model gives me a smoother finish. This helped the model look more finished and more complex, but bevelling can create Ngons at certain points and corners.
I'm pleased with how the model is going so far. As an item model, it helps to prepare me for the complex models, which are more likely to provide a greater challenge. Like the last piece, this was necessary to refresh my skills and develop my understanding of Maya skills, including bevelling, including the benefits and consequences, like how it provides you with more topology, although corners can cause Ngons to be created, which must be cleaned up to optimise any shading issues. Unreal converts topology into triangular form, which means the Ngons are warped. Since this item will be a resource to pick up, it will be a small item within the game, This means when I come to texturing, I would set the resolution values to something small to make it more optimised since we're not aiming for much detail.
Going back to add more extruded parts, undoing the bevel and reapplying later to spread the same quality of topology across the model. If I hadn't done this, portions of the model would have been more bevelled than others, which could have resulted in the model having more polygons than I wanted, reducing optimisation.
Bevelling this model created some Ngons, so my first priority was to fix them. Knowing that the Ngons appeared at the corners, I added edges across the vertices to split the Ngons into a quad and a tri. I felt this was needed to make it closer in face count to the wood item, so that the complexity is a closer match.
Since the UV will contain all one texture, I didn't need to make any additional cuts for more than one. This made the UV process less complex as I only needed to focus on one thing, which was easier to process since I didn't feel the model needed to stray from the primitive shape too much. Since these are simple items that need to stand out, making them more basic and bright will help draw players to them.
I'm finished with this model for now, and impressed with the progress. Shape language was used to make the rock item with a gentler curve, and I can use this going forward to make the sharp rock. My idea is to paste the model into the Sharp Rock Maya file and use it as a reference for size and proportion. From here, I can alter the design to be similar yet different, since to make a Sharp Rock within the game, you have to rub 2 Normal Rocks together. After having a peer feed back their thoughts, they mentioned it was difficult to make out exactly what it was due to the lack of texture. While it's hard to tell without the texture, they believed the rounded corners looked less natural due to how rocks naturally roll around. I understand what this person means, but going forward, I will keep the model the same until texturing the model, to see if the texture fixes this complaint. Throughout the week, I will update the GDD with X's in front of models that I have completed to help me and my teammates keep track of all of our progress. We came up with the system of 1 "X" means the item has been modelled, and a second "X" if the model has successfully been textured.
Overlapping normal rock for reference, slanted one side for a sharper edge from a default cube. Adding the normal rock helped me get the right proportion so that the two objects are similar in size.
Selecting faces and rotating them helped give the faces a jagged look, more fitting of the design I envisioned.
By using the multi-cut tool, I can alter the lower shapes to create a similar pattern to the ones made on the normal rock, making a consistent similarity between the two.
I'm happy with this piece's current progress, as it resembles my rock from earlier, which helps cement a constant standard of topology. Applying the same level of detail to my models will help them feel more like a collection rather than entirely separate objects. Going forward, this was useful to help realise what I need to do to replicate this level of detail across all my models. Now, with a few models being near completion, I could better understand the format I'm working with. I think that I made the correct decision when starting this model to use my own previous model as a reference, since it made the most logical sense while offering some aid on scale and topology.
Adding multiple cuts around the top face meant I could select a portion and rotate it up to accentuate the sharp point. I did this later to the other corners but only slightly, to make the larger spike still stand out.
I add more edges to make additional details across the side. From these edges, I can extrude out a face and alter the position of the four vertices. Placing these around the model gives the otherwise blank space some more depth.
With the detail added, I bevel to give the model the same level of detail as the other rock, to make them seem like more of a set, adding consistency to the models.
With the finished version, I'm happy with how the base model turned out. It should be fairly easy to texture due to the simplicity of the item and art style.
I reorganised the UV by adjusting the layout so I could see each face more clearly. From this, I could look at the model on a 2D surface and notice any errors more closely. In my opinion, this helped as even though there weren't any leftover issues, I will be able to use this later to check what effect bevelling will have on other models I make. The UV bears some resemblance to my Normal Rock, which helped me determine how well I unwrapped the model.
Now finishing this model, I'm pleased with my progress, not only with the finished result but also with my pace for this week. I've found splitting the models into parts and dedicating a day to a few models means I have enough time to not feel stressed or burned out. This model seemed a lot easier than it would've been if I hadn't started with the Normal Rock. Since this model was more complex, I found it difficult to sharpen the edges without the model looking basic. While this seemed challenging at first, using the bevelling tool on the Normal and Sharp Rock helped them to look more adjacent to the other models I'd made so far. Using the Normal Rock as a reference, however, made it much easier to get it to look right, meaning adopting this workflow of sorting the models from least to most complex ended up saving me valuable time.
I place and flatten a default sphere. By pushing a middle face out, I can create the outer layer that some berries have. Using this simple style will hopefully give me the stylised look.
I extrude some extra parts to make a stalk where it would connect to the shrub, extruding in steps to drag out some areas more than others.
Since the berries will be small, I had the idea to have three berries represent the item in an icon, but first, I should finish one and then clone them to save time.
Using my mood board, finding the shape of the berry I liked was easy enough. I looked at the apricorns from Pokémon Legends: Arceus, as the game is set in a colder climate, using this in combination with the colour scheme of the berries from my research mood board helped me create a style I felt was unique. These items help the player to craft greater healing recipes if they find enough of them. Since these are a finite resource, they are valuable tools, so players need to conserve them carefully. This means I will also have berries placed in certain spots in groups to help players collect more than one at a time.
After cloning them by holding shift and translating, I angle them to make a pile. I chose this design over just a single berry to make them more easily findable in the level, as they will cover a wider area when placed under trees.
At first, the UV grid wasn't neat, as it wasn't unfolded. After using this feature, I separated the body of the berry from the two parts that make up the top of the model.
At this stage, I'm more prepared to move on to the next model. This model helped me to further understand the importance of UVs and why unfolding them can have a big impact on the distribution of the textures. I like the berries model and look forward to how it will look when textured. I think this because it's simple enough to get the point across while gaining confidence when doing UVs, and my knowledge of the tools to get the topology I wanted. The more models I make, the more I feel like I have learned about the process, a helpful result given that every model I make gets more complex. I had a conversation with one of my tutors when, on first impression of the models, I believed they were to replicate a spice jar. This was said due to the top of the model looking as though it was a lid. After revealing what the intention of the model is, they could see the vision since they were stylised. It was recommended that the textures may make it look more obvious, so be wary of this when it comes to it.
Since the crafting in the game is supposed to be primitive due to basic resources, the storage chest won't have any hinges as that would be too complex, so instead the chest will be more like a crate with a liftable lid.
To add some more detail, I select the larger inner face after making four cuts to create faces around the outside, allowing me to push the middle in. After this, I can select the bottom corner faces and push those outwards.
After doing this, I tried seeing if this design choice would look better to make the object stand out if the same pattern were on the top corners. The end result was that I preferred this choice over my last iteration.
I'm pleased with my progress with the Storage Chest right now. At first, I thought that the model may be too simple since I had nothing else but a box in mind. However, by adding some extra detail, it helped the model to stand out from a typical box while maintaining a topology similar to that of my previous models. This piece was necessary as this can be used to allow the player to store items by placing them down or rummage around the levels to find chests that have been left behind. These chests might contain helpful items to speed up the player's resource collection. While not receiving any feedback at this stage, I can get some when the model is finished, to see what peers or tutors think of the model.
I add a cube and stretch it across the width of the lid, pushing the top vertices in to slant the top. Since the chest is on the simpler side of the models, the UVs were straightforward. I later adjusted the UVs as I realised this would cause a problem with the texture distribution, as on the grid, the lid would have the texture on a larger scale since the net is smaller, so the UV grid would be disproportionate to the box.
Adding a lid helped to cement the design as a storage item. It is also more useful since the player would otherwise be able to see inside, meaning any items would need to be placed inside, or the chest would appear empty and might discourage players from going to it and may be mistaken for just another environmental prop. To get players drawn to the chest, using the lid helps players have more curiosity as to what may be inside, creating some anticipation and build-up, which may motivate players to head over to them if they're spotted from far away. For this reason, I may build taller structures on my level to draw people's attention across the more open design of my landscape to benefit this design choice.
For the metal, I had an idea what shape I wanted but didn't know how to go about it. I wanted a quite complex shape for a low amount of polygons, with segments sticking out in a fragmented shape. By watching a tutorial on subdivision proxy, I could better understand how to approach the model. Starting off this method with a cube, I can apply a Subdiv Proxy and select the vertices that make up an X pattern, so the middle and outer vertices on each face, by pulling this inwards, I can create the shape I had in mind. This was helpful as without this, I would've ended up with something that didn't resemble my target shape as well.
So far, this model has been a struggle due to having problems getting the subdiv proxy to work correctly. While changing the method of modelling was helpful for this piece, I've decided to step back and attempt the model again at a later time. Due to being more difficult than I expected, I think it's in the best interest of my workflow to take a break for the rest of this week since I'm approaching one-third of the completion of my models. This allowed for some leniency where I can take a step back to avoid feeling burned out. This will help me going forward since I can start next week trying something different and return after getting some more experience.
Progressing through the modelling side of production, I'm happy with the scale of progress over this week. Having made my share of tools and props, I only have the most difficult models for next week. Through this week, I was able to finish any smaller models I needed to leave over from last week, then I could develop some larger models to keep development on a consistent gradient. By sorting the models from simplest to complex, I was able to better plan out my week, leading to more productivity throughout. My biggest obstacles this week were the jump from simpler material objects to ones that needed to be of a proportionate scale to the character that hasn't been modelled yet. Over time, this became more manageable as I was able to adapt my methods based on proportions that resemble real-world examples. Having a lot done last week left me with the opportunity to do more this week while keeping on track, meaning I don't think I'll need to spend any more time on modelling than I would have. My favourite model this week is the pickaxe, since I used some initiative and knowledge of intended game style to design the model, using the finished version instead for the advanced pickaxe, which left me with enough room to degrade it for the basic pickaxe.
This was a productive week overall by making some environmental assets and tools, more complex than the models I made so far. I made the right decision to start small and build up my skills rather than trying to get the more complex necessary model out of the way first, as otherwise I may have been rushing to get it done. If I keep at this base, I will still have a good amount of weeks spare to refine anything I'm displeased with, which will be helpful in production to give myself a few days of the workflow intensity being lowered.
Starting with a simple cylinder, I added edges at the bottom to give the pillar a base, then I translated the middle vertex into the model. By now, selecting some faces, I could create a rugged look that would indicate damage to the model, more befitting of my environment. Since I liked the natural look the wood item model had, I used the same method for the pillar in an attempt to develop a modular consistency between each piece. I then made a smaller iteration for variation, using the same model as a base and rearranging some of the details for a less identical copy.
Since the model was quite simple, I was able to get both variants of the pillar done very quickly. While not the most important model, only showing up in a few places, this helped me to feel better about my experience with the metal item model, since I regained confidence after having issues which caused issues last week. What I can do going forward is stay consistent in the modelling workflow and do what I think I need to to keep the topology similar in style to the rest of my models so I end up with a group that feels connected. This model will help break up some space across the level. I intend to use this almost exclusively across the enemy camps to have some consistency. I found that this model was helpful to kickstart this week, and as I move on to more complex models, I have made use of the time so far to develop my skills.
Both UV sets turned out very similar, with the only difference being the height of the cylinder portion. The process was very simple and easy to repeat, as with the wood item, the simple shape didn't evoke the need for any complex practices, allowing for a simple UV mapping process.
After finishing the pillar model, the UVs didn't give me any problems. Since they never strayed too far from the primitive shapes, the modelling process was very similar to the storage chest, so I didn't have any issues. Going forward, I'm more familiar with taking more primitive shapes and making them more distinct.
I start by making a cylinder for the handle, extruding the length, adding some edges, and translating them to make a crooked and natural look.
For the pickaxe head, I add some edges and extrude out until I have several segments, making one additional one, as without the extra extrusion, the middle section moves without being selected, so this will allow me to leave the middle and just work on the outer parts of the head.
I extend one segment to get the length to look proportional, selecting each face and pushing in on the Y-axis to make it thinner as it goes further from the middle.
With this model, I was concerned at first that it looked too advanced for the basic pickaxe. Because of this, I made a change to the design and kept this as the Advanced Pickaxe. Since I felt that it was difficult to make the item seem upgraded, I didn't know where to take the concept from here. Since it was easier to make a downgrade to the model, I could use that for the basic pickaxe instead. The model's intention is to be used to collect metal: a valuable resource scattered few and far between my level. This makes the item essential, which may have affected my decision to work on it earlier than I would've otherwise. Getting feedback from a tutor, they said that the model was well put together with the base form, and I could now start applying details. This feedback was useful to me as it reminded me of a few tweaks I could make to refine the model. Because of this, I would deem the feedback I received useful.
Bevelling the model for a smoother handle meant fixing some Ngons. I selected all of the edges on the innermost circle and then made use of Edit Mesh < Poke to add a middle point, fixing the bottom having a face with more than 4 sides. If this remained unfixed, it could disrupt shading as the engine would not know where to pin the light to so this change was made to avoid any difficulties.
Before doing the UV portion, I decided to take a step back and reflect on the model so far. I found that the pickaxe as a whole looked fine, but the top view looked off. To fix this, I pulled the outer head faces inwards to concentrate the pointed face.
After unfolding the UVs, I separated them into their distinct points and adjusted them to fit within the grid, since this can cause the textures to overlap, meaning if a UV is too far to the right, that portion will carry over to the left, which could present some incorrect distribution of textures.
After making the first pickaxe, I decided the easiest way to make a simplified version was to make a one-sided version. I took the first pickaxe and shortened the blade to make a less practical, simple design, making the advanced pickaxe seem like a greater improvement. I then removed a face on the other side, selecting every edge around the side and then using the Fill Hole tool to create space. Since the were more than 4 edges, this created an Ngon which needed to be fixed using Multi-cut to place edges across the two points that were causing the Ngon.
I'm pleased with the model's progress after making the adjustments I had planned. Receiving some advice halfway through continues to be a reliable method for me to make any changes if a peer or tutor gives me any feedback, in case of any particular feedback. Like before, this piece was necessary, along with the advanced pickaxe, the basic pickaxe is arguably more useful since it's more accessible early on and required to craft the advanced pickaxe due to the basic pickaxe being required to harvest metal. This model helped me problem solve in a unique way, where I was concerned about being able to upgrade the basic pickaxe while keeping the aesthetic simple and keeping the model within the realm of being primitive. This was fixed by instead downgrading the basic pickaxe, making the original the advanced pickaxe, so I could use a simpler design for the new basic pickaxe.
For the ore rock, I needed this to be a larger scale than the rock items, as this would be found across the overworld. Using a scaled cube and using multi-cut to slice it into uneven pieces, I can manipulate the shape into something less uniform.
Once I got a shape I was happy with, I went into Vertex mode and started pulling certain vertices in and out to deform the shape further.
By adding more cuts, I can get some more detail on the rock to make room for where I'll add the ore later. I'm thinking the best way to go about this would be to extrude a vertex and pull out the faces that creates, making the classic ore shape, giving the model more attraction as an item of interest.
Since this rock is larger scale than the other rock items, I added more detail than I would for the collection of item models. Since this was a resource, I focused on adding more variation across the model to add to the natural look of the model. I hadn't done this with any of the item models due to their simplicity in other games like Dragon Quest Builders, along with their size. Since the models are smaller, they don't need a large resolution, which would risk slowing the game down if there were too many of them loaded at once, and since they're items, they would be plentiful across the level.
By extruding vertices, I can replicate the look of ores and separate the base that connects to the rock with a UV cut around the side to have both textures on the model.
With this model, I encountered an issue where the markers for the ore disappeared when I opened up the model again. Luckily, this was only a small fix to save since I just replaced them where they were on the last model in the best spots from memory. While this was a mild setback, it helped as it made me realise that they didn't stand out too much from the actual rock. To counter this issue, I extruded them further and used the middle vertex and stretched it out to make a spiked shape traditional of ore from more stylised games. From the peer feedback I received when I asked to compare the original to the altered version, people seemed to like the changes I made, and I can understand why, since the different colour of the ore next to the grey will stand out more against the grey if the ore showing through is larger.
During this week, I focused on the last of my models to start textures for next week, reflecting on my modelling mood board to assist by using any tutorials and methods that helped me make any of my productions so far. This turned out to be a success as by only sorting models and UVs this week, I had enough time for breaks to avoid being burnt out. This simplified the process and meant I could allocate a week later on to texturing all at once, making the process faster as it wouldn't be spread across several weeks. I faced a lot of challenges with leftover models since a lot of them were less primitive shapes that needed more thought and prep. Next week, I'm focusing on making some floor textures before I begin texturing the models in Blender; this may need multiple methods so I can pivot around any problems I may encounter. My favourite piece to model this week was the workbench, as there were a few different parts, and the method I used of starting with simple "silhouettes" paid off when designing the workstation itself and the hammer. I was able to find a good balance of detail, and while I had trouble neatening the UVs, I can improve them if I have time. The model that gave me the most trouble was the berry juice due to some non-manifold faces. While this was an easy fix, the UVs had a similar issue, which after some problem-solving, was able to be recovered.
I'm satisfied with the progress this week, as I could finish all my models in time for when I wanted. My workflow enabled me to stick to my time plan. I'm pleased with my models, but I'm finding it hard to judge the quality until the textures come in. Taking a break from these models, I make a backup file in case of any drive problems, so I can revisit them when the time comes in a few weeks. From the process, I found the mood boards I made in Week 5 were helpful to me, having gathered some images to use for reference in both the modelling and texturing segments, which have and will continue to help me get a better idea of what I'm going for. Keeping the models relatively low poly without them looking too simple should help achieve the given style while also being optimal for the game engine.
The cotton model was a simple process. My team member Andrew, suggested overlapping three spheres to make the cotton texture look thicker in the Blender phase.
I first put down one sphere and removed some polygons to not make the object too high poly, then cloned it using various sizes. I didn't need to do any UVs as the auto UV was sufficient due to it being a primitive shape.
While the UVs stayed as the basic shape, this was due to how the grid was laid out before and after unfolding. Since the UVs were perfect before the unfold, I left them as is. This model ended up being simple since I only had to make a ball of wool to show the item was cotton. To give the model more detail, the texturing phase would be the most impactful, as with most of the models. The only feedback I received with this model was to add some additional spheres of varying size. Later on in the model's progress, this would take effect as I plan to have some transparency across the texture I make in Blender, meaning several layers of spheres will show through. I have chosen to do this to try to give the impression that the cotton is a thicker material to achieve the woollen effect.
With the berry juice, I started by using a cylinder and adjusting the proportions to make the bottom edges move inwards to begin forming the bowl shape.
After adding some extra edges, I push the bowl in to get the model to more closely resemble the correct shape.
Adding some extra edges around the bowl, along with pulling the outer edges together after fixing a non-manifold issue. I fixed non-manifold but still had non-manifold UVs, trying various ways to fix, but it ended up being a matter of just creating new UVs to have a fresh start. Learning what to do next time should this happens again.
This would have been the most appropriate shape for the NURB curve method however, the topology would be more complex, which could have ended up with a topology that stood out too much from the rest of the models. I'm happy with the model at this point, though I received some peer feedback on what my next steps should be. My teammate said I should add some more edges to give the bowl a smoother finish, which would help remove the sharp edges around the side.
While responding to my teammate's feedback, I ran into an issue with more non-manifolds that seemingly didn't exist. This meant that I couldn't unfold them to fix the issue since the non-manifolds were preventing the Unfold from going through.
My tutor was able to suggest a Fix Mesh with Create Normal-Based, which meant the UVs could unfold properly. While I'm not sure what caused the issue, I was able to use the Mesh < Cleanup option to finish the model.
Applying the same method of unwrapping to my UVs, I size them accordingly to get the most consistency on the grid across the textures to avoid any stretching.
While this was the first model to cause any major problems since the metal item, my tutor gave some advice on how I would have otherwise not known how to fix this issue. Despite the issue, I'm pleased with this model as I'm anticipating what it will be like when textured. Since the item will be a necessary addition, being a major healing resource, it was important to move past the struggles I had and have the model ready by the end of the week.
Starting the workbench with a cube and adding multiple edge loops across each side, I could begin with a basic shape to inspire me to adapt the model further.
Since the workbench will be designed to resemble a tree stump, I added some more detail on the roots too spread the topology out, making a neater model.
By making use of Soft Select and Proportional Editing, I can round off square objects by using corner edges. This meant I could convert the topology I had already created to resemble my shape further.
So far, I'm pleased with how the model is taking shape. If I were to change one thing about the model going forward, it would be adding detail to the roots and hammer, since the hammer was modelled as a placeholder, I can begin adding more detail to it. From this, the workbench will begin to look more like how I intended and will allow me to see if I would like to include any other mini assets to go alongside the hammer. The workbench is one of the most important and detailed models, so originally I left it until last so that I could use the skills and knowledge I learned across my other models onto this piece. Using a peer's feedback, they stated that they like the look of how the Soft Select made the workbench rounder in shape. This was to make a more natural appearance to further embed the theme of primitivity in the crafting and resources.
I start the second portion of modelling by observing some mallets to notice some features on the handle and head, I slant the head slightly while adding some raised area for the hand to hold.
Fixing the mallet model with closing edges on each end or a nicer shape. Adding paper and making a new Lambert material so it's visible. With this, I Mesh < Combine for optimisation.
With the UVs, I dedicate a place on the grid to each segment so that the different parts of each aspect are together, avoiding the UVs from being scrambled and making them more easily readable as the different parts in the texturing portion.
This is one of the models that I am the most proud of, since the model is not too detailed, and therefore reminiscent of the existing model style. I added much more smoothness to the base after constructing the mallet model to further remove any high volume of roughness. I decided this was best as any additional roughness I needed, I could apply through a texture rather than relying solely on topology. Being such a key model in a survival genre, I had to make the model stand out by including more detail while striking a balance of simplicity, meaning the model had enough variety in texture to be recognisable across a map if it was visible from a distance.
Returning to the UVs, they are still the same from the subdiv proxy. Since this could have been a problem with Maya, I decided to UV the model in Blender and bake it that way.
Using the shape I had originally, I selected some edges and pulled them out, getting the star-bit shape from my mood board.
Applying the texture, the red lines show the UVs. This fixed the issues I was having with the item since applying the UVs within Blender seemed to work perfectly fine with minimal stretching.
While I'm happy with how the model turned out after causing me issues earlier on, it was absolutely the right decision to step away and return later, as asking for some advice helped me realise what I could do to fix the issue. By looking at the model from a different perspective, I could complete what I needed to, even texturing the model to get a head start on my production. I'm happy with the model because of how the shape has turned out like I was picturing. The process has taught me that subdiv proxy can help you get some more concise shapes but I should be highly aware for next time what the risks to the process are so that I don't have this issue in the future. Being the rarest resource in the game, the item should be well-received if a player happens to stumble upon some. For this reason, I changed the colour values around to see what worked, landing on a royal blue-purple colour to exude rarity due to it being an uncommon colour in the natural world.
This week, I intended to make some textures for mine and Reece's levels. I succeeded in making two different textures for each level, with a Snow and Ice texture for my own and a Grass and Dirt texture for Reece's. I have decided to make next week a backlog week to improve my portfolio wherever I need, in case I need to catch up on any writing or add more detail to previous areas, which will allow me to feel more confident in moving through production. Getting the models made and UVd by last week meant I could get the floor texture for the level done this week. Doing the Substance Designer textures now, I believe to be the best decision, since I could've finished the models and got them textured this week. Instead, I opted to get the floor textures done so my level could begin taking shape faster, which may help for some additional idea generation when designating a place for each of the assets we end up with.
While I didn't do any research into Substance Designer, and while this would've helped, I wanted to move on to pre-production as soon as possible for Week 6, and I didn't think it was necessary. While I could've ended up with better textures due to more knowledge of the software, a lesson from a tutor helped me to learn the essentials.
This week, we each reached a big part of our production, moving onto different sections of production. After checking how each of us was doing, we were able to set an idea for what we could do this week. Since our production is in the early stages, we can use each other as points of feedback and consult each other if any of us encounter any problems. As the game starts to take shape, we can focus more on working together. At this stage, Reece and I were working quite closely as our roles in the project are similar, which helped to move production on as we could review each asset we had made that week.
Picking a default texture and linking the nodes to the height map. I look for the best texture to create snow, so I use a concrete texture as a base.
Connecting with the normals and changing the values allows me to adjust the detail as I see fit. Fixing the randomness and variation gives the snow some raised segments, removing the smoothness for more natural snow.
Making segments too dark made the texture look too rocky with the base texture I used, so I need to adjust some settings to fix the softness of the texture.
Adding a Levels node helps me control the dark and light values to a greater extent. Because it's snow, I needed to remove the dark values to make it fully white.
Changing Octave tears up the texture, so I toned this down to keep the snow compact. This was helpful as if I wanted to distribute the texture across the surface and wider surfaces, I can use the Octave to break up the texture.
Altering the colour helps the texture resemble snow. Since there won't be any colour to it, I can use grey-scale textures and Blend with another grey-scale texture as a grey scale and a colour can't be combined in a Blend otherwise, Substance Designer will have an error.
Blur can help give the texture less contrast in the texture, allowing you to blend with another texture to apply more details while keeping the best parts of each. Levels help to alter the values of the light and dark accents of each texture to either reduce the contrast or accentuate it.
I start by finding a crystal texture that resembles ice and adding it to the height map. Using the Levels node, I tone down the black accents to make the texture look more transparent.
I apply two uniform colours, adding a new texture for the roughness. I leave the metallic alone since the ice texture wouldn't benefit from it.
Experimenting with levels, I use a blend node to try to mix a glass texture with the crystal one for a more frosted effect, but this highlights and contrasts the darker accents too much, so I changed the levels again to make the ice seem lighter. Adjusting the Levels node means I can obscure this contrast to get the texture looking more like ice.
Experimenting with levels and opacity, I ended up with a dark water-adjacent texture. While I can fix this, it may be useful in future projects if I need to make a texture that resembles this one. Trying transparency left the model going to the extreme, losing the effect of ice texture and becoming transparent. Altering the value got the texture looking back to how it was originally, but with some slight transparency. This meant I could use it as a surface, but it gave the texture more depth by not making the value too extreme.
Adding a blend for the colour value, I can add some white to create a frosted effect, overlapping these in the blend gives the texture more detail.
With the background on, it makes it easier to tell how the texture will interact with surrounding objects in Unreal. Right now, it's a bit too transparent, so I can alter the Opacity values to fix this.
I lightened the blues for the Blend node to make the ice look colder in the colour palette. I spent the rest of the time adjusting the transparency until I was happy, finding a combination that would work best within the engine.
Overall, this was the most challenging texture yet since I was only used to texturing snow. This texture was pivotal to helping me understand rougher textures and helped me when making the grass and dirt textures. This gave me a better idea of how I can recycle the base textures to blend together ones of my own, developing my skills of taking what I'm given and making something new out of it. Having the texture be more complex than snow allowed me to develop the idea of experimenting in Substance Designer further, as I developed an understanding of the way the nodes can have different impacts.
Putting a dirt texture into the height map, I develop a base for the grass texture, adding some Uniform Colour nodes. At first, the texture looks too reflective and moss-like, so I can alter some values to help make the texture more convincing.
Removing the roughness fixes this for now, but a lot of dark patches were still present, so I added a Levels node between the texture and the height map and moved the black arrow up to remove the stronger contrast from the darkest spots.
Since I want the grass to be from a cooler environment, I alter the colour values around to make a more stylised look, but the grass needs some more blended colours since grass in colder environments doesn't get as much sunlight a day.
Using a Gradient Editor, I can find some grass and use the "Pick Gradient" tool to get a range of yellow and green colours. By selecting some colours, I can filter out the worst shades that don't fit as much, since I want the colour to be primarily green, with spots of yellow to indicate some withered grass due to nitrogen deficiency.
Plugging the levels into the roughness node fully fixes the issue from earlier. Using the gradient node and fixing the opacity around helps blend the vibrant green and the more realistic inspiration colour to appeal to a style resembling my other textures so far. Adding a Levels just for the roughness by selecting the roughness, and using Tab to add a Levels node means I can make the grass look less reflective.
The grass texture had some problems at first with getting the colour and brightness exactly right. By experimenting with the right values, I was able to overcome this and develop the modifiers to values I was satisfied with. I did have my doubts about my grass texture at first, that it may look too realistic, but toning the texture down should keep it looking nicer in Reece's level.
With the dirt texture, there were already some default dirt textures I could use, so I experimented with a few different ones in the height map and saw which one worked best.
After deciding on a dirt texture unique to the one I selected for grass, to avoid the texture looking too similar. Using the levels node, I can filter the texture how I see fit, like I have with the rest of the textures this week.
I colour the texture to get it to resemble dirt, editing values to end up with an effect where parts of the dirt are partially raised, giving the texture a gritted effect.
I combine two dirt textures together for experimentation purposes. This helped me filter the best combination of textures to get the one that I want the most.
The dirt texture in my opinion turned out really well, as I've gained a lot of confidence and logic in my technical skill with Substance Painter. This has allowed me to work quicker through these textures and has given me more time this week for refining my portfolio and time plan.
After making the four main floor textures this week, I've gained confidence in using Substance Designer. From these four, the diversity in textures helped me to develop my skills when looking to make different kinds of textures by blending others together. Over the week I have been practising skills that I have learned to be essential to make a good texture in Substance Designer, therefore giving me a workflow foundation I may use in future. The most challenging was the ice and snow textures, as the default texture to use wasn't as obvious. To do this, I had to find a texture I thought could work and try to mask it to appear as another texture, with the ice using a cross between two textures to create a frosted effect. Since I got this week's tasks over quickly, I could work on polishing the GDD for the rest of this week to get ahead.
When taking the textures into Unreal, the process seemed fairly straightforward. After exporting from Substance Designer, I added a New Material in my content drawer for each of the textures necessary for my level that would be used. For safety, in case I wanted to use dirt or grass for any reason, potentially some blending with the Landscape sculpting, I just had to export each of the texture maps from Substance and plug them into the corresponding pins of a Material node. This was, for the most part, self-explanatory as the normal maps would connect to the Normal pin and the same applied for colour and roughness. The height map was the only confusing one, as there weren't any pins named Height. After discussing with a peer, this would apply to the Pixel Depth Offset pin because that was the most equivalent to a height map. Since each of these will function as floor textures, there must be detail to avoid them looking like block colours, but not too much where they look realistic. While I ended up not needing the Grass or Dirt texture as suspected, the Snow and Ice turned out well in my level, better than expected.
Within Unreal, using parameters set up a layer mask when sculpting, allowing me to paint my textures across my level. In these, the LB weight blends create a weight map, which allows the texture to blend across other layers.
Colouring important folders makes file management much easier, especially when we blend levels. We'll be able to tell apart each other's work, which will be easier when looking for specific assets.
I took a week off production to focus on any Backlog work and refine my portfolio in any aspects I may have missed. I believe this to have been the correct decision since it was vital to remember to take a break and avoid burning out during my level design and texturing segment. Since it was such a key part of my production, I needed to ensure I was in the right mindset going into the next few weeks. My success over the last week meant I didn't have any tasks overflowing, and I could use this week to refine the portfolio as I need and spend the rest of the week focusing on this for the best interest of the project. This will help to keep the production workflow on track instead of feeling tired for the other production weeks and then falling behind. For this reason, I believe this week was an essential strategy to further my production speed in the long run. This means I don't need to save re-reading my progress till the last few weeks and can ensure I'm pleased with all the week's updates in case I missed anything important. Getting some tutor feedback this week, I could use this to refine anything they thought was missing. This was helpful as I felt better prepared for the weeks to come.
Texturing all models is the main aim for the week, while getting the new material instance in my Unreal texture so that the textures will show up under the paint section in the landscape. I decided to sort out the Unreal task first to take my level from a greybox to having the textures in the right place. This helped me feel more confident in my level as it begins to take shape. Once this was completed, I set out to texture every model I made within the first three weeks of production. This will allow me to get ahead with my level design and start next week instead of the week after. This will be helpful to finish my production early and make any final polishes where necessary.
I was happy with this week as I got to see a closer resemblance of what my models would look like at my level. This was helpful for my confidence as I went into my modelling production unsure of how the final results would turn out, and left them unsure of whether the textures would help sell the models. My doubts were not needed, however, as I'm more than happy with the end result. While I think I could've made better models, I'm still happy with the final result, as a lot of the process was something I had very little practice in, and the process granted me a foundation for a new skill I could develop further in my career.
The sequence of nodes uses a landscape material set-up to allow the textures to be used as paint when editing the landscape terrain. The TexCoord Node is used to adjust UV tiling so that the texture pattern occurs less often across the surface, meaning the textures look less like it has been tiled and end up smoother in Engine. The multiply node combines the values of the textures with the parameter. This can be used to affect the scale of the textures to avoid any warping.
By going into the Content Drawer and dragging in each piece of the substance textures that have been exported, they are used and connected into the corresponding pin on a MakeMaterialAttributes node. This includes the Base Colour, Roughness, Normal, Ambient Occlusion, and the Height Map, which is connected to the Pixel Depth Offset and Displacement node, allowing the illusion of surface detail applied in Substance Designer to be carried over, making the texture look bumpier, useful for the snow texture. Using the Texture Samples, it's important to use the left panel and adjust the file to the corresponding map so that colour is base colour, roughness is roughness, along with the rest. The setup is the same for the Ice and Dirt textures (the others I intend to use in my level). This gives each of the three textures the definition they had within Substance Designer; otherwise, the ice, for example, would lose the layered frost effect I applied. This doesn't affect collision or geometry for Pixel Depth Offset, but Displacement gives the texture some extra depth. The Multiply node for the normal map is the only different setup where a Multiply node is set up in between links. This seems unimportant at first, but the value of 2 in the B pin scales the strength of the normal map up, increasing the bumpiness of the snow texture. 2 was an appropriate number to avoid the texture being too bumpy where the round isn't consistently flat, as this could negatively impact the building mechanic.
The Landscape Layer Blend and New Material are used to add the materials onto the Landscape and send the rendered result with the colour, roughness, etc. attributes so the texture translates from the Substance files to the Engine without any problems.
Mapping stretches the texture so it looks like wood. Colour Ramp gives more freedom in wood colour. Adding an additional blank colour ramp for roughness adds the layer of depth you would expect to find on an actual strip of bark. The bump node is for the normal, adding fake depth to the model, leaving the topology unchanged while having an effect on the shading.
A grey Colour Ramp with some altered roughness to get the texture looking more gritted. Setting the roughness to max makes it look too smooth, so I lower the roughness enough to keep it resembling a rocky surface. This should be enough to get the point across without the model just looking grey.
With the metal, I experiment with the colour to get something of an abstract colour. For this, I see blue as it is rare within our natural world and will stand out to the player, making players more drawn to it. I go for a more purple look due to purple being a rare pigment at one point, considered for royalty to make the metal item more valuable. Having each metal item share this colour presents a common theme that helps the player recognise what to look for.
For the cotton, the roughness gives the texture more depth, which should add to the layers I applied in theory. The rest is fairly standard, only adding one extra Colour Ramp for some greater blending of colour and variation across the model.
For each finished model, I'll show an angle of the topology, a top-down view, and a front view to show off each finished product. This helps display my topology, along with how dynamic my model is from looking at different points. The baking process was straightforward for me to understand after receiving a guide from Andrew. The steps involve making a new material in the properties panel and adding an image texture to each material. Once setting a resolution, turn the baking type to "Cycles" and choose the Diffuse for the base colour option, the rest under the Diffuse drop down like Roughness and Normals, add fake depth since the texture isn't adding any topology. To save the maps for each of these, select Bake at the bottom and wait until the map shows up in the top left and save the map to a folder. This keeps things organised, so I know where everything is when I import all the models into my level.
The following questions were used to help prompt me, which was helpful to speed up my reflective process over the textures and gave me a structure to stick to, keeping my summaries of the process concise and consistent:
How has the texture turned out? Was it better than expected?
Do you think the purpose of the model is clear, and why?
Has a tutor/peer fed back on work?
I believe that with this model, the textures have significantly improved what I think of the final product. To achieve the difference between the light and darker wood, I added a new material in Blender and copied the nodes for the materials to get the same roughness effect and save time. The only change I had to make was going into edit mode with Tab and selecting all the faces I wanted to make the lighter variant. Once assigning the texture, I went into the brown colour ramp and modified the values to get a lighter result, then baking all the variations I needed. Because the model is one of the more detailed items so I had one of the maps be a normal add fake depth so it can be better shaded. From the beginning, using my mood board, looking at examples of typical wood items like in Animal Crossing or Dragon Quest, I could make a few changes while keeping the model consistent and recognisable. Having a teammate review this response, they liked the roughness effect on the model and that the three logs together make the model more dynamic and fill out space.
In Blender, connecting the Noise Texture and a Colour Ramp to add randomness, I applied transparency to make it look layered, creating that thickness that I was looking for in the modelling phase. By the end, this texture turned out better than I expected with most of the models, since it's difficult to determine how the model will turn out in the early stages. Personally, I believe the purpose of the model is clear due to the technique I used, where layering spheres helped add thickness, which accentuates the texture as I had imagined. After having a peer give their feedback, they said the model was simple which helped it to remain consistent across the rest of the models, however, the simplicity in topology could have perhaps been more complex with some mild variation to make the cotton ball less neat. I exported the diffuse and roughness, with the maps not causing any issues. Like I mentioned when I did the UVs, I kept them simple to avoid any stretching across the textures.
With this model I couldn't just suffice with the textures I have already, so I need to make a new one for the berry juice. Starting with a Colour Ramp coloured pink, and added a Noise Texture with some distortion, adding more depth to make the texture appear like liquid. I think that this model is obvious enough, with the shape being easy to tell what the intention is. My only concern would be the readability if the image is only a small icon in the crafting menu, as players might not be able to see what the purpose of the item is styled to be simplistic. Despite this, I'm impressed with how the juice texture turned out since it required more thinking to get the consistency with the other textures.
With this model, I first had my doubts. Once I made the texture, I was pleased with how it turned out. I first applied the berry juice texture to this model and made some tweaks, removing the node affecting the roughness made the berry colour more solid and allowed for a softer look to it. I did get some feedback saying how the wood texture on the top doesn't look as natural, however, I did this to remake the look of the berries from Pokémon to try to abide by the simplistic style. Self-reflecting on this model, I do think the purpose might not be clear from first glance based on the model. Unless the player goes into the crafting menu and sees that they need the berries to craft a bowl of juice, it should be enough to infer that this is for the player to maintain the hunger meter. For next time, I could have fixed this to add some plant-related aspect to make it resemble a berry more closely.
The Basic Pickaxe is another model where I'm pleased with the end result. I think that it turned out better than I was expecting and delivers a clear message as a usable tool within the game. The only change I had to make to the model was using edit mode due to the model having more than one texture, using it to select the head and texture that to be stone. A peer said that the model has a clear purpose and representation, meaning the structure has effective communication.
The process of texturing the advanced pickaxe was very similar to that of the Basic Pickaxe, texturing the entire object wood and making a separate material for the metal, then using edit mode to select all of the faces that have to be metal. I chose to use metal because it will make the item appear more important as it uses different colours from the rest of the model's palette, which uses more natural hues. In terms of textures, this is one of the models that I'm most impressed with how the textures turned out. The only issue pointed out by my tutor was that the textures on the metal segment seemed to be stretching a little, which affected the final result. While this was an issue, in the game, this may end up working out since the model may be low-scale enough for this to have no in-game impact. My only problem was the stretching across the metal UV, but the model ended up looking perfectly fine and didn't cause any issues in the engine.
Because of the issues I had with the metal item, I ended up making the UVs within Blender, shown by the red lines. Making the metal texture previously for the Advanced Pickaxe and applying it to this model. Having some self-reflection, this isn't one of my favourite models due to all the issues. Despite this, I'm still pleased with how I've done since I wasn't sure how to replicate the target shape, and I ended up with something close that appears abstract, using the colour as a way to show the item is rare and more important. Using the irregular shape and unnatural colour should help achieve this as it shouldn't come across as a standard item. Because it was a simple model item, I only needed to apply one texture but due to the metallic, I needed some extra texture maps for the metallic.
Using the rock texture, I make two instances of it for the pillar and the base in two separate Blender materials and darken the base slightly for some slight variety. By naming the materials "Pillar" and "Base", I could clearly tell which version of the texture I was applying to each part of the model. Since the model doesn't bear any practical purpose, it'll simply be used for environmental placement. I can use it sparingly or as breadcrumbs to get players to follow a certain path, or have them around camps to show buildings that may have been destroyed. Looking back, however, I think I could have made more variation between the two textures, as while there is a difference, it is a subtle change. I would go about this by expanding the contrast on the Colour Ramp on the base to make it darker. Originally, I didn't want too much variation to give the idea it was made of the same material without much polish to indicate the tools accessible aren't ideal, but I could've experimented with more contrast between textures before baking.
The short pillar was very similar to the standard. With no texture difference, I have the same reflection that I would have made the base and the body of the pillar have more contrast to the parts stand out more from each other. Like with the other pillar, the purpose is the same, with this model intending to add some variation in case having too many standard pillars would make them look too flat in a group. I'm happy with the pair, but I believe there was definitely room for improvement. Despite this, I can use this across texturing the rest of the models to experiment with more contrast in case the difference of the colours falls short.
The rock item turned out better than expected, as with simpler shapes, I was anticipating that the model would turn out worse than I had expected. I believe that the shape and texture are obvious enough to indicate the purpose of the model. To further accentuate the purpose, I could try placing as many as possible by stones and rocks to give the impression that these can be picked up while giving the impression that they've come from these larger rocks. While I think the purpose of the model is clear, since not many items are crafted using stone, I can use these as items for trades to make them more desirable. This would make the item common to the player and potentially allow them to realise they're items should the player not notice. Using a roughness map gives the model more definition, using the detail to highlight the item.
I'm satisfied with how the texture looks on the model. While it looked as I expected after seeing the texture applied to the Normal Rock, I had the problem that it may look similar to the Normal Rock when the icon is small in the inventory and crafting menus. Since the item is a crafted item, requiring two Normal Rocks, that might cause some confusion if the item is only really viewable in a menu. The sharper edges should help people to differentiate between the two. With the two rock models, I think bevelling these two specifically helped neaten the edges and keep them smoother, so the model looked more refined. If I had bevelled the others, I worry that this would've made too much of a difference between models as a lot of them are made up of more faces, making these look too rough in comparison, which I thought would be the best decision to help maintain consistency.
With this model, it covers a larger surface on the ground, so I added a mask to create a frosted effect. This creates the illusion that the ore has been more exposed like the texture references in my mood board. Using a most abstract colour for the metal texture should make it stand out from the browns and greys of the wood and stone items, making it catch players' eyes, important for a valuable item. While less shiny than I expected, this may be due to a mistake when baking the roughness map; most likely, making some greater changes to the texture might have fixed this.
The storage chest was a model I'm happy with how it turned out, I made some changes like adding a second material for the inside for more depth, which helped accentuate the depth of the model and variation. Because of this choice, I found that it made me like the model more. Considering practicality and setting was a large part of the model's progression, as I had to think about what tools the player would have access to to make the model realistically possible to make. Due to this, the lid is just placed over the box rather than being attached by a hinge. Since this makes sense within the game world, this has the potential to further immersion. This is one of my favourite models I've textured, with a peer saying that the different textures and colours help it stand out with all the intrusions and extrusions to give the model more depth, like I had intended, keeping the design more complex while being applied to a simple shape and style.
While I noticed stretching of textures in parts, the model ended up turning out okay. Since it's one of the most detailed models in terms of textures, I'm impressed with the final result, as it's the largest amount of textures I've used in one model. Carefully assigning each texture, I learnt more about the texturing process in Blender, and it is a task I could complete more easily in the future after gaining more experience. The paper and hammer help to tie the model together and provide it with a clear purpose. This can be tested later in post-production, where we can test to see if players are particularly drawn to the object. If this is the case, then I will have first-hand satisfaction that the model is fitting of its purpose. My only issue was with the maps causing the textures to stretch. I believe that if I had known more about UVs and researched some more helpful ways to organise them, I could've ended up with a neater final model. While a tutor said I could've removed the base as it wouldn't be seen for more optimised UVs, I realised that I would still need it since the workbench is a placeable item, which means the player can carry it in their hand, meaning it wouldn't constantly be touching the floor.
Over this week, I have thoroughly enjoyed the texturing process as it allowed me to learn so much about this area that I couldn't get out of a tutorial. Doing these alongside Reece and working together helped me to get into a rhythm of texturing faster and more efficiently, as the method I stuck to was easy to get the hang of quickly. While not my intended path in the industry, I may find it easier to work with someone doing this profession and find their methodology more relatable, improving my teamwork collaboration with other roles across the industry.
With the final turn-outs for the models, I think I'm able to sort each of them into categories covering models I think I definitely could've improved, from models where there was room for improvement, but I was pleased with the end result more than others. The texturing process was a great learning curve that allowed me to better understand this process and will provide me with more relatability to those working with texturing. Since level design is my main focus for the project, I'm more focused on prioritising my main long-term goals for the industry and gaining greater practice within the theories of level design in a three-dimensional space.
Level design with prop placement is the main focus of this week, replacing any remainder boxes with the now completed assets to give my level some more depth and life. This may help me to develop my level more easily, as I will have more tools at my disposal to better sculpt my level differently should I want to make any changes. This week, I could get my level practically finished by adjusting what I had built within the grey box and describing the process throughout the level. I found that through using the landscape tool, I gained more experience in the design process in Unreal Engine. I learnt more about how to analyse a space and work with the materials I was given.
After finishing the landscaping and design of my level, I was pleased with the progress I had made this week. Since I have a lot of experience designing 2D levels, 3D was an interesting change of pace. Because of this, I felt I could adapt what I knew going into the more structured design and get more out of the process. A bug positive in this productive week was being able to get the level design mostly finished, with a few prop placements left to do. By sculpting the level more and smoothing all the surfaces to get the level to look more polished, I ended this week with a level I was really happy with and more confidence going forward in designing levels played in 3D.
Since the respondents of my form didn't take to the idea of platforming in the level, I added a small optional platforming section where the player walks in form the bottom up a slope, having to turn around a jump on the rock straight ahead to get a better angle on the next jump, from here, they need to sprint and jump onto a steep slope that takes them to the top, over the rocks at the bottom of the image and onto a platform where players can get a good view of this half of the level along with some items to make the challenge more worth it.
After placing four camps, I thought that might be too easy, meaning less experienced players might be able to make it through this without difficulty. Due to this, I added another tent in the middle, meaning players would have a greater need to weave around Scrappers, which reduces the amount of space around the Scrapper spawn, giving players less room to reposition.
Like I did with the textures a few weeks ago, I now had to create materials for any of Reece's models, including the rock and tree, using a new material to place new images in, featuring the colour, roughness and normals.
The boss arena felt way too big to be practical, so I pushed the walls in to give the player enough room to run around the boss when moving, but this also helps warn players to be cautious of the walls because they could end up cornered by the shark.
Before using Flatten, the boss arena felt way too big and may make the fight boring to run around and give the player too much room to avoid the shark.
Less room was made by using Flatten on the top level to reduce the size of the arena. I went for an imperfect circle as that should naturally blend better across the environment.
This string of nodes allows me to modify the rock items to show the right colour. Reece handed over any of his assets that I need at my level, like trees and rocks, so we have some consistency between each stage. Plugging the colour sample and the roughness sample into the Rock2diffuse_Mat node wasn't working at first, making a much darker rock. This was an issue as it didn't look appealing and needed to be lighter. Since it was the colour that was the issue, I added a multiply node with white to neutralise the dark colour. This helped as it made the rock brighter, but it still wasn't changing much. The main fix was going into the diffuse of the rock itself and turning the brightness higher, making the rock have more resemblance to how the rocks in Reece's level appear. I added a change, however, to this where I gave the rocks a very slight blue hue, making them appear lighter than the ones in the greener stage due to the environment.
The tree model was designed to have planes for leaves that would be replaced by an image made in Photoshop to get the level of detail without any excess polygons. By applying this to the texture map, I can use this as the base colour and opacity map. The only issue with the model was that once finished, the player couldn't go near the tree since the branches also had collision, so I adjusted the collision box to where the player would presume it to be, only covering the main trunk.
It's important to make the player feel like they have a choice, so in linear areas, I create split paths across the level so they can go whichever way they feel is best. You can see at the top of the path where I carefully sculpted a path out for the player to go through; this will lead to a hidden salvager camp that specialises in giving you finite resources, making them valuable to the player and make them valued as a worthy trade, especially if the player is going at a slower pace.
Designing this pit area carefully, I gave the player some freedom, having a lower area where they can prepare for the camp at the bottom and still be able to get out by using the slope to the left. Once they drop down to the threat, however, the drop is too big to get back up, meaning the player is more likely to battle the Scrappers once they reach the lower level. This means they can claim the reward at the back of the camp without any threat
Since Reece didn't originally intend for the tree model to have the bottom faces visible, he removed the base to be more optimised. Attempting to show that the tree had collapsed or felled, I can combine this with another idea of mine to guide the player toward the first salvager path. By making a small sculpture to the left, the right path will appear over twice as big as the left path, meaning players are more drawn to it, leading them closer to the tree. I'm happy with this concept for design, as similar processes are used within the industry. I will need to playtest with others to see if this works as intended.
Reece suggested trying a similar effect he planned for his level on mine by placing rocks across the sides, which created a problem where to make the rocks be fully visible and have no gapping, I needed to place them further out, reducing the space I have to work with and giving me less free space for smaller places of interest like gaps the player can fit into, with a small chest or metal ore deposit on the other side. In the end, I decided it didn't look right, and I could try another method to fill out the space on the walls.
Throughout the level, I replaced all of the greyboxed trees with Reece's models. This was a big addition to how satisfied I was with the level, as it added more detail throughout the map. To make the top of the level seem less bland, I added some trees where the player can't go to make it seem as though the level continues past where the player can go, making them feel like they're in a larger world and not just a small area where this specific section caters for them.
To begin with, I was going to have the ice placed across the floor occasionally, however, this may give the impression that the ice may affect their movement and since Andrew isn't programming ice physics, I experimented with how the ice looked across the walls. This worked much better for me than Reece's method as I can always use a few rocks across the level without arranging them in the same way. Since his level is more compact, I figured that it just worked better for his level than it did for mine.
When making the cave, I used the tall rocks Reece made to construct a tunnel, and used dirt for the floor as not much snow would reach the inside, the further into the tunnel you went. To achieve this level of progression, I used the Blend option on the Landscape Sculpt to form a gradient between snow and dirt, ending up with a frosted dirt effect at the exit of the tunnel.
What this did was create an effect on the floor that, with the light exposure in Unreal, worked nicely to introduce the level. Using the snow pushed up against the wall and stronger dirt colour from the end of Reece's level, it can be inferred that the player is entering a harsher climate.
The caves add a place between places to the game and make the jump from biomes more appealing, as the cave allows for some build-up and anticipation nicely into my level.
Below is a walkthrough of the whole level explaining some of my processes. I found that using my research on level design was key during this section, as I was able to apply my theory to the design of the map. I found this process a lot of fun as I was able to use inference to my advantage by manipulating where the player is most likely to go and what that means for my level. By doing this, I could better decide in my pre-production where each piece of the level would fall into place. Because of this, my level design blueprint didn't change much between pre-production and now, only with some small adjustments for game balancing. Playing a big role in my decisions, I could decide how much I wanted to reward the player for each path they check or obstacle they clear. I found that once adding in all of the assets, it was much easier for the level to improve quickly, as the addition of the ice texture and Reece's models added a lot. When designing the level after my greybox and adding Andrew's day/night cycle, there was an initial worry that the level would be too dark at night. To counter this, some torches were later placed down at points of interest. acting like a nighttime exclusive aid to the player, breadcrumbing them into heading a certain route. Despite the level being much darker, it's still very easy to see where you're going. Walls being far apart is a beneficial design of open levels to avoid any issues with the Engine lighting, and it works in my favour here.
I designed the level where the player starts in a cave to better transition between the colder climate and the greenery of the last level. Considering how realistic this would be was important despite the more stylistic choices with the rest of the game. It helps to piece the levels together by bridging the gap between the climates and temperatures.
A singular Rock Item is hidden in the tunnel. Players might have to turn around after exiting the tunnel to see it, but it can supply them with resources for crafting or trading, since they require stone to make Sharp Rocks, a more essential crafting tool. I'm happy with this because players may want to trade away any excess stone for more resources that may be more useful to them. I put 4 Normal Rocks total in my level, with the majority in Reece's level. Should the player not find any in Reeces, they can still craft some useful items.
Salvager Camp is visible to the right, and the contrast in colour catches the attention of the player. Since the road to the right is much wider than the left, players are more likely to try heading up to the camp. This is further prompted by the tree angled to the right, acting almost like a subconscious arrow, which should naturally point players to the right of the screen, encouraging them to look over to the salvager camp if they haven't seen it already. This introduces a feature in a non-dangerous area and encourages players to look out for more grey tents. In case they missed the one at Reece's level, it alerts the player that they can look out for these.
From this direction, the player can't see much of the level due to the stumps of ice, which makes the player even more likely to head up to the Salvager Camp. This could be due to the level reflecting polar climates with less colour, so players may naturally look to trees and the camps as they act like a breath of fresh air, giving the player something distinct to head towards.
The first Salvager trade is simple, but it helps the player understand the value of traders. I chose to have them sell a pickaxe to the player for just one wood. This helps the player to know that salvagers make very good deals, and they should look out for more grey camps that are more hidden than this one. This also means players are less afraid to approach them if they mistake the salvager for a scrapper.
Trades are high value, and also help players get metal by giving them a very easy trade for a pickaxe. If the player missed this trade, they might find an ore deposit and either not have anything for it or have to craft the item themselves. The Cotton trade is less valuable but still important, as cotton is hard to come by, yet berry juice is a great resource for hunger. Since cotton is used to make beds and armour, the player may be sacrificing these items to stay alive.
In this first opening section, I didn't want to overwhelm the player with information and paths to take, so starting at the bottom left was a design choice in an effort to guide the player around a line while having minor points of interest to the left or right. Using models of different colours to stand out from the ice and snow, I can draw players to specific points so that when they're given the freedom to explore, they can be more easily found.
Trees help obscure a small path that leads to a chest hidden behind the ice; the curve of the wall helps guide players to turn left into a more open section. Because of this, I scattered minor points of interest that may intrigue players to look around the level, like trees for resources like wood and berries, along with a wide dip in the ground containing some rocks for the player to pick up.
Chest hidden behind a big block of ice containing rabbit meat, giving players some extra food if needed. This is likely to be missed if the player isn't observant enough, but it provides them with some food to last if they're struggling to find berries. From Reece's level, more observant players may notice that berries were exclusively hidden around trees, so I stuck to the same policy for my stage to maintain players' expectations.
The player can make out another chest on top of the ice, which makes players think about how to get up there, so they may investigate further. Resources mentioned earlier are all over to get players to look around. The most important thing here was making the chest an important focus. When players get closer, they may notice a way to get up to the top of the large block of ice to reach that chest.
Workbench near the beginning so players can craft anything early instead of locking the mechanic behind danger or a later point in the level, meaning players can use the resources around them to prepare for enemies, so that if they rush through Reece's level, they still have a way to harm the enemies.
Berries hidden under trees keep the level related to Reece's, keeping up with any themes, so players develop means of knowing where to look despite not being told.
Climbing the ice block for the chest, players so through a short path until they reach higher up on the other side. Players can see some items which require jumping from the ice onto the rock pillar, then again to the raised terrain on the other side. Sprinting and jumping from the rock may be required to reach, depending on how well players time their jump and positioning.
Players get a good look at a Scrapper Camp, but can also see there's a way further up the ice block shown by the snow. I used snow and ice in this way to give players an idea of where they can and can't stand, where snow shows where they can walk, and ice is too steep to climb. By making use of this, I can guide the player without any signposting by making this feature more obvious.
After performing the necessary jumps, players reach the chest with some cotton inside. This is a rare resource only obtainable from salvagers or by killing rabbits, which makes finding it in bulk more valuable.
From the top of this block, players can see a sizeable portion of the level, giving them some idea where to go. Since platforming didn't do so well on my research form, I only used it here so that the only platforming challenge is not required. I still included platforming because not everyone is going to have the same opinion, so it gives some players a bit more use of the character's mobility.
Player has some strategy in where they can go, they can drop two levels, the first drop has a slope leading back up to the top but the bottom most layer to the camp has a one-way drop, meaning players are stuck unless the go around the back, making them more likely to find the metal hidden behind rather than turning back and missing it, being generous to players.
One Scrapper at the top layer to make it more manageable, with three below to teach players that they need to be able to fight off more than one at once. I changed this from the original as there were no Scrapper tents on the top level but doing this gave the player more reason to drop down step by step instead of rushing in.
Even at night, the metal ore stands out to the player on the right due to the material being much darker than the ice. This acts as the reward for clearing the camp.
I placed two deposits of metal ore for a chance to get a good amount to start, since this is most likely going to be the first collection of metal they find.
Metal stands out in the inventory space like I intended, due to being a less natural colour. What this meant was that my initial idea for the model had worked to make the accentuate the appeal of the item.
After leaving the northern Scrapper camp, the player is brought to a one-way spot that directs them to a salvager camp. My line of thought for this was that there aren't many spots safe from the sight of Scrappers, so a group of salvagers built their homes together for safety. Because of this, I took a look at where I had decided to place the enemy walking radius and made sure no Scrapper could spot a Salvager from where they were standing to give the impression that the Salvagers are afraid of confrontation and do not want to battle.
Amongst the Salvager camp, I flattened some land out from the ice cliff and hid it behind a tent (visible on the image to the right). This helps remind the player that the metal can be found in a variety of places since they just found some earlier in the level. I'm happy with how I've distributed the metal items due to how spread out they are across the level, and a good amount of them require you to be looking for them; they aren't always going to be obvious to the player.
A dip in the ground and a large campfire in the middle were placed down, positioning the three salvagers and their items around the fire, making the Salvagers feel more like a community. I used trees and sculpting to further obscure the camp from the view of the Scrappers. This made it so that upon leaving the Scrapper camp through the only way they can go around the back, they can't immediately see the Salvager camp until they walk further.
Each of the three salvagers offers something different to the player, which functions as a way of asking them which they can benefit from the most. The first salvager trades materials for builds. This helps players get access to the mechanic in different ways besides spending more resources on crafting. I had to not only think about how these trades work in one instance, but also how the player can use a combination of them, a very important thing to avoid any infinite item loopholes where the player can cheat their way to plentiful resources.
Scams the players on purpose to test their knowledge of what would be a good deal. Cotton is way less accessible than wood, so 2 for 2 is not at all worth it, and while armour is valuable against large fights, it costs double the metal, at the slight advantage that it no longer requires a lot of cotton. While some may prefer this trade to the crafting recipe, the second trade may make players dubious of whether to trust this trader in particular. If I were to change this, I would probably lower the metal required to single figures, around 8 or 9. While this makes the trade more reasonable, it's still better to find the cotton than farm for metal.
A simple trade that I balanced to act as an upgrade system, making it easier to get some metal. How this works is the player can easily get wood, but they need lots just for one rock, then the three rocks can be traded for one metal, ending up where you need 15 wood for one metal. This can help break the distance required for other trades, and makes it possible for players to get infinite stone so that they can use it more expensively for metal.
My level was designed in such a way that most playthroughs will have the player follow the curves of the cliffs to the north camp, and spot the middle camp when turning back. Since it was behind a wall, the player couldn't see it and thus was more likely to advance to the easier camp and find some metal. This helps the player better prepare for the camp they couldn't previously see, as it's designed to be a significant challenge to encourage players to look for weaker places to practice on.
A crater-like structure next to the camp provides the last free stone to help players get any tools that they haven't acquired already. Including three at once is an amount the player has likely not seen this much stone in bulk to help them be drawn to this. An elevation change adds to the verticality of the level to keep things more dynamic, as the player is likely to see the items when looking down.
Within the major Scrapper camp, there can be up to 6 Scrappers at a time, very easily overwhelming the player if they go in with the wrong strategy. They should try to pick of any that are alone and move around to direct the group into splitting up. I removed the tent I originally had in the middle and replaced it with two more to the side.
The second of three workbenches already placed on the level, I placed it in the open area for convenience as it's where players are most likely to build. Taking this into account, I moved it away from the most open spot and into a corner since this item can't be deleted by the player, which ensures the player has enough room to build without it getting in the way.
Big open area in the mid-section, meaning it's ideal for building. Having this in the middle of the map is ideal, as players would need to travel less distance if they wanted to get back to their base. This could be important if they've been harvesting wood to craft buildings and need to return to expand their base.
The player can try chipping away at the camp bit by bit while stocking up on healing items in between, but it, only works so well as the enemies respawn every night cycle. The larger Lead Scrapper is a crucial part of not just my level, but also both, being a requirement for an item deposit later.
Pushed the ice wall closer to the camp and flattened more ground where the large tent is. This meant I could push the camp further to the right, which gave the areas to the left more space, preventing an overload of assets where there are too many aspects in view at once. I'm happier with this layout more than the old one since it took up too much space, and re-sculpting this portion of the level to give the camp more room helped me alter the format into something I'm pleased with.
From head-on, I like how the camp looks more intimidating. I think I made good use of directional breadcrumbing to lead players away from a point they can't see and lead them back towards it once it comes into vision. This can end up being the camp people visit first, but it's likely to be too strong. What I like about his thought is that it doesn't negatively alter the level; players can still go to the other camps to see if they have any resources. Players may notice the chest in the camp and try to find more to see if any others can be found.
Behind the boss's tent, there's a chest containing some more valuable resources. Placing this item so far into the camp helps players to get rid of all the enemies before opening it, as they would otherwise be in danger while opening the contents. This marks the 5th place where players can obtain metal, just on the left half of the map. This allows the player to obtain metal in different areas once chests have been looted. While a lot of metal can be found at first, ore regenerates slowly, which means players may not spend time getting armour. or better tools, with a minimum of 11 metal needed to craft every metal-required item.
The structure of the middle section allows for a change of pace involving a greater focus on resource gathering, building and crafting. I'm pleased with how this breaks up the pace a little bit if the player fancies trying out the building mechanics. By placing this in the middle, they have an abundance of resources around to help them build what they want, and if they're seeking more, they can investigate the right side of the map to check for any useful items they might find.
Moving past the free space to build, the player comes across a stone that has toppled over. The player travels under this and reaches a doughnut-shaped space. This is where the player can find more rabbits to get cotton. The higher level of terrain teases verticality.
This structure was designed for the rabbits but also to extend the game time, using verticality in a different way to have the player loop back on themselves using the slope to the left, allowing them to reach the upper level they couldn't before and go over the stone instead of under, allowing them to reach the far right side of the map. The snow helps hint that the player can climb that slope, as mentioned before with my use of textures.
Chest sticks out really well against the background, encouraging them to go get it if they haven't already. Even though I've hinted at the chest earlier in the level, it helps to showcase a point of interest from different angles to make it clearer to see. From this angle, you can also see an entrance point where the player may think that's where they can get up to the chest.
At the far right of the map, players have a left or right path. In this case, the boss is to the left but requires fish dropped by the Lead Scraper to summon, meaning they might not have enough and turn back, while the right contains a small enemy camp with a hidden salvager also.
Way back up, but faster dropping down when going forward, Player not likely to go back this way, so the way forward being faster is more time efficient for the player. This was achieved by smoothing a sideways slope so that the player only goes up it and can just jump down it more easily going forward.
If the player goes right, they are met with another left or right choice. both are simple hills with Scrappers on them, with the tents and some resources at the top, teasing reward and encouraging the player to climb up the slopes. There's no platforming challenge here since I didn't think that platforming was ranked high enough to warrant it being placed anywhere else.
I noticed when playing that the Scrappers almost always had the majority of them on the right path rather than the left. I like this, since I designed the right space to be slightly wider and closer to the camp, meaning there's more danger on that path since there's a hidden reward there.
Shortcut drop-down after reaching the top. Chose to have two camps here as a breather, this camp is most likely to be explored last, so it being the easiest is a change of pace in the level beats. This allows the difficulty to ramp up for the shark boss fight by thinking the big middle camp was the hardest challenge they'll face.
Behind the two camps is another tent, so the player is more likely to fight an enemy going uphill, meaning some players might try running past, fighting, or getting the ground advantage by luring them onto flat terrain.
Going the other way, ice spikes block the camp on both sides, adding some more to the top of each hill. I left both paths at a similar size to try to encourage the players that there isn't much difference going either way in terms of distance.
Hidden on the right path, there's a small crevasse where the player can fit through to a hidden salvager. This salvager trades exclusively in finite healing items, making him valuable to put resources into.
Being the only trader who offers 3 trades, I wanted something else to make him distinct. This works well with the trader from before, who acts as a progression aid, trading wood for rock and rock for metal, as all the excess metal can be used here to get more healing items.
The camp hidden away contains the salvager previously mentioned, along with an ore deposit with a tree and some berries. I intentionally wanted to make this salvager's tent red instead of grey to allude to the fact that he is hiding from the nearby Scrappers in the most secluded point on the map he could find.
Preparation for boss battles is a thing commonly seen across both 2D and 3D games. Going down the left path at the end of the path leads you here. Acting as a checkpoint, we have the last ore deposit, a chest containing some essentials and the final workbench so you can craft anything you have available before the boss fight. This helps set some anticipation, as before this, the player must walk through a long path.
Containing a club and 2 berry juices, the player has some healing capability with the basic weapon to make sure the player has what's necessary to beat the Shark if they had not crafted anything up until this point. I placed all the preparation rewards next to each other to further indicate that this is a design choice and not a natural occurrence.
After passing the preparation items, the player comes across a lone wooden rack found in the Salvager and Scrapper camps, containing one fish. I made this decision to hint to the player that the fish are supposed to go here, otherwise the player may not know the purpose.
Arena size was an important factor to think about. I used the ice texture here to show that there is water under the ice. The collapsed snow around the arena makes the shark blend better with the surroundings. The difference in texture here will also
If the player has beaten both the Lead Scrapper in Reece's level and the Lead Scrapper in mine, they can use the fish they obtained to challenge the boss fight.
The player must have all three fish to use the rack as a summon and call up the boss from below. If the player has only beaten one Lead Scrapper, the boss will not appear.
Once the player has deposited the two fish, the boss fight begins. Andrew made it so that the rack sunk into the floor not to cause any issues with the boss fight.
The shark will attack by first circling the player, currently not a threat, until it emerges from the surface and charges towards the player. If the player does not have sufficient stamina, the shark will catch up to them and do high close-up damage.
When the shark leaps out, the player needs to avoid the shark while it is capable of doing damage, teaching them to save stamina until this portion of the fight. If the player wants to quit he fight, there's a ledge that they can drop down, but not get back up, meaning they need to go back through the open building area and take the left path to reattempt the fight. In my opinion, this is fine as not many boss fights give you the option to quit at any time, so it's more forgiving of younger audiences or less experienced players.
When the shark has been on the surface too long, it will lose its own stamina and flop over, giving the player a chance to attack it. While in this phase, the shark will still try and turn to you, which can hurt you so it's safest to run around to the belly and attack it from the side.
Completing this cycle of the shark circling, attacking, and then being vulnerable to damage three times is enough to scare the shark away, awarding the player with a trophy they can take back to their base to decorate with.
With the way the level worked out, I didn't end up having any patrolling enemies like I thought in my level. While this would have impacted the final design, I think it was for the best that they weren't included. My reason for believing this is due to the difficulty of combat, and finite healing items may have made it difficult to maintain resources with combat constantly altering the pace of the level.
Looking at my level from a wider lens, I believe my updated design from this week to be a calculated structure that helps the player form A to B while giving them little breadcrumbs to follow, allowing them to feel as though they are freely exploring through clever use of obstacles to force the player to turn to a point of interest, applying the theory I learned in my research portion of the project to my level. Designs like the Alabaster Icelands and Breath of the Wild's build-up of interest help me know where to place each given aspect of the level, using the resources I had to the best of my ability to ensure the player has the most enjoyable experience.
To finish off my level design, I placed some additional props that helped finish off the level, with other aspects like the day/night cycle in the level, the environment felt more complete. With a few adjustments to last week's additions, the level textures were tiling better, the light exposure was turned down to avoid my level looking too dark. I did some initial playtesting of my level before next week, along with preparing some questions of my own, specific to our levels and features. The feedback we receive next week should help to give all of us some helpful advice when making the last few changes necessary. I found that after playtesting my level, there were parts where I hadn't smoothed all the ground of a slope, making it more difficult to climb up. Despite the environment's meaning to be hostile, it needs to feel smooth to play, so I go around the map smoothing any points where the textures have stretched or where the player jitters when walking up a hill.
My playtesting this week ensured Andrew was alert to any bugs I found so he could fix them. Some major issues we discussed were the healing and the hunger bar dropping very quickly, causing the player to constantly be searching for healing items and less time exploring the level. Because of this, we agreed to increase the time on the hunger bar to give players more time to react. This helped create a pipeline for the level to be ready for playtesting next week, an outcome that without teamwork communication may not have been possible. As a team, we discussed balancing healing to make the player experience more enjoyable. We opted for this approach due to the playtesting feedback we received on the issues regarding the berries.
These questions aim to get some feedback on how our final product has transpired. By covering a range of questions, it will help all three of us collect some feedback on our production. Each of these intends to target a specific role, with the last few questions provoking respondents to reflect on what could have been improved. This will put my level to the test and see if players find the more open approach positive.
With the bulk of my production finished, I moved on to small polishes this week. Making a UI menu, sourcing sounds, and having people playtest the final result. The first priority was to get the UI sorted for Andrew to build the functionality. This worked well, as with a few experiments, I was able to sort the menus and sounds within a day. The toughest part was finding sounds that worked and weren't locked behind Premium services. I made use of what was available to me so that I could have sounds in time for playtesting.
Having other people test the level was a big positive of this week, as I could see my level design theory work in real time. This helped prove I have built my level correctly, which was satisfying, as despite being new to a lot of the technicalities within Unreal, I was able to use my initiative to build something enjoyable to play. This was a huge relief since it made me more proud of this project than I already was, which made the whole project seem like a huge learning experience for me to reflect on and take with me, using the steps in my research helped make something people enjoyed.
In the game, the menu options are more than satisfactory. I was going for a formal look with the text and contrasted the white with a blue "highlighter" effect as if the words had been marked in pen. Originally, I tried the text in black, but the background contrasted too negatively and white would stay consistent with the palette.
Trying out a few different fonts and brush effects, I ended up with one that my peers were happy with. Using the blue brush that had a rough edge, it helped create the effect I was going for, where highlighters are pressed onto a surface for too long and darken the overall colour, this being why the edges are slightly darker as it's when the most pressure is applied. I made this choice because the scientists who are monitoring this survival experience would be recording data or documents on the process, and my teammates liked that subtle connection. After exporting the background of each button using Image < Trim < File < Export < Quick Export as PNG, I could add the title along with the seven buttons that made it across the two menus.
Overall, I'm pleased with the menus; they didn't have to be anything advanced, just what I envisioned to blend well with the menu and the surrounding environment.
Using Uppbeat, I found the most appropriate sounds as I could. For the main theme, I needed something that wasn't too loud to distract from gameplay, serving as ambient music. I was prompted to make this choice by our main inspiration of Minecraft as the relaxing music gives players more incentive to go at their own pace. Using the rest of my credits, I downloaded some sounds that were the most suitable outside of premium. This would be a problem since certain sounds didn't have an exact match, but I found what I could make work. The biggest example of this was the noise made when a rabbit is hit; the closest thing was mouse squeaks that were too long, and I needed something short and simple, so I settled for a squeaky toy noise and went for a cuter theme, making the rabbits seem more harmless. While the music wasn't perfect, I was forced to work with what I had at my disposal, and it still adds immersion and charm at times befitting of the game's style.
Response 1:
How did the game look in your opinion?
I really liked it :) I thought both levels looked very appealing and also visually distinct. I think the player models and also creature and enemy models were all really well done. Especially the shark, the animation of the jumping was so cool I genuinely screamed seeing it, it was so awesome. -Harriett
What do you think of the character designs? Do they fit the simplistic resources available?
I think they fit really well with the vibe of the game and also the resources/tools. The style seems very consistent to me. -Harriett
Did you experience any issues while playing?
There were some parts where I ate something, and my health didn't replenish. Or I was on seemingly no health but was still alive, so I don't know if the health bar was frozen or un synced or something. Also, another time my attacks didn't work, so I had to re-equip the club.
-Harriett
How would you rate the level you played? (Grass is Reece's, Snow is Callum's)
I liked both. I think the grass level was overall pretty good at guiding you round but there was one point where I got pretty stuck, there was a light ahead that I assumed I was meant to go towards but not a clear path and instead I ended up circling round back to the start. I think also the lighting on this level got quite dark and it made it hard to play during the night periods. However, I think it was good how torches were used to lead the player along paths and such. I think the snow level was less impacted by lighting, I could still see during the night generally. I think the use of different environmental pieces helped guide me to areas I needed to look at. Like the raised area with the tree made me go round and then walk up to the Timberly character you can trade with. Then the big rock across the roof of the area with the rabbits lead me to going over and finding the boss area. -Harriett
What was the most and least effective feature in your eyes?
I think the interactivity as a whole was really good. There's a lot to do in the game and things like crafting and cooking items all link together. I think the only improvement I could thing of is just more visual indicators of things. Like eating unlike other items you use you don't click you just switch to it in the hotbar but the item stays in your hand until you switch of so unless you're looking at the hotbar it's not super obvious.
-Harriett
What would you change about the least effective feature?
This is definitely a big ask so I think it'd be down the line if you were to work on the game more, but I think more animations when interacting with items could be helpful. But that's really just more of a polish thing the gameplay itself is good. -Harriett
What are your final thoughts?
Overall, I really enjoyed it. I was super impressed with how well all the parts of the game worked together it seems very well thought through. Like especially with the time constraints I just think everything is really well done. -Harriett
Response 2:
How did the game look in your opinion?
Looked like a mix of Minecraft and Fortnite (graphically it felt like old Fortnite but played more like Minecraft) - Robbie
What do you think of the character designs? Do they fit the simplistic resources available?
The designs of the characters are good but could be made better with a customisation feature for the hair. - Robbie
Did you experience any issues while playing?
There were a few times when I fell down holes and got stuck. Sometimes when eating food, I wasn't able to move afterwards. - Robbie
How would you rate the level you played? (Grass is Reece's, Snow is Callum's)
The grass level was good for learning the mechanics, but I had trouble finding where to go. The snow level used objects to help guide me to areas I needed to look at. This made it easy to know where to go, and the level had a good balance of objects that are both out in the open and hidden from view. -Robbie
What was the most and least effective feature in your eyes?
The most effective feature is crafting because it seems essential to play the whole game, and the least effective may be the berries, as I didn't find much use for those any more than the rabbit meat. - Robbie
What would you change about the least effective feature?
Make it so that berries may be used to lure rabbits as bait so they don't run as much. - Robbie
What are your final thoughts?
Building works pretty good but is quite difficult to place the items exactly where I want them, crafting works fine but it may be better to highlight what can be built rather than them all be the same colour and the fighting works fine apart from a few times where if 2 enemies are too close to each other you can't start fighting them before having to run away then run back.
This feedback was very helpful in getting what I needed from feedback. Both responses were useful to watch and see what each player did. My level was designed around accounting for as many player types and instances, with trades for socialisers and hidden resources for explorers. Level theory and instances are something I wanted to put a lot into my level, and I found a way to use breadcrumbing more subtly by getting them to explore. While at first I thought it wouldn't work, all of my playtesters who gave feedback took the route I intended, first going up to the top camp, turning around to the salvager camp and now that the larger camp is in view, attempting the strongest obstacle yet. By doing this, the player gained experience first, got some resources to trade with then attempted the major camp in the middle of the map. Using level beats and directional guidance helped too, having every player reach the first salvager, whether they found the salvager in Reece's level or not. This worked in their favour as by putting the salvager camp on display, I could lead them to a mechanic they may not have seen before, which tells them that they should look out to see if there are any more. From playing my level, people interacted with the items like the workbench, which was good to know that they believed the purpose of the item was clear. Every player also followed the same path, proving my subtle approach on breadcrumbing still worked out while giving the player freedom to explore points of interest. Looking at the feedback, I didn't receive any negative feedback or criticism about my level, and the general response was that both levels were enjoyable and well-connected.