Showing posts with label Notes. Show all posts
Showing posts with label Notes. Show all posts

Monday, 18 April 2016

BA1b Hand In - Year 1 Final Lecture

BA1b submission details:

Primitive modelling
Lamp
Barrel
Phone
Pillar
Time Machine

01_development_fse.pdf

Final renders of tasks 1-4 screenshots
Lamp 1
Lamp 2
Barrel
Phone
Pillar

(Personal work in miscellaneous folder)

02_assets_FSE.pdf
Final renders of task 5 screenshots
Time Machine

03_turntable_task_#_fse.mov
Turntable renders of task 4&5

QuickTime (h264) // 1920x1080 // 25fps // 10 seconds maximum each

04_journal_fse.pdf
Research posts
Weekly summaries
Critical evaluation
Include blog URL on page

*Talk about issues and how you overcame them, mention research used to assist (YouTube tutorials, Google searches, forum posts). Limitations and stuff.

*Remember to do concise weekly summaries, ask coursemates for advice on this.

Marmoset_fse (folder)
Contains toolbag scenes (.tbscene)
Texture atlases for task 4&5
UE4 scenes *optional* be submitted here
Task4_Normal
Task4_Albedo
Task4_Specular
Task4_AO
Etc.
(Put obj/fbx of task 4&5 in folders just in case)

05_presentationSlides_fse.pdf
Submit your slides from the group presentation

06_gameStudies_fse.pdf
Submit your essay

07_selfevaluation_fse.pdf
Submit a completed 'BA1b self-evaluation form' - available on the VLE

*Submission at 14:30 in Media Lab (MO21) - get everything finished for Wednesday!

LO5 - demonstrated through blog
LO6 -
LO7 -
LO8 -
LO9 -
LO10 -

Thursday, 14 April 2016

GS: 2000 word report/essay

Write about what a game does and/or means to its players

What does the game do for who

What do the games narrative and mechanics mean to the player

Metagames, what do games say about games

How does the gamd respect diversity

Look at your bibliography, are the authors respectable

Think about art theory, philosophy, literary theory, this shows how in depth you have thought about what you're writing

Allow time for editing - leave for a day and come back

There's a 10% margin either way

Get down the descriptions first then edit later

14th Apr Video Game Studies: Reflecting (on) games

- magic circle
   - a games stuck in development for 40 years
   - you are in essence a play tester, editing and  improving the game as you play

- far cry primal
   - critics disapproved, claiming the game to be nothing more than inflated dlc

- meta games
- Stanley parable and Undertale
   - Stanley parable breaks fourth wall to comment on players decisions

- the beginners guide
   - dialogue on mental health
   -

14th Mar Time Machine

Task 4 Time Machine

- Maya file > layers > low poly & cage
- Zbrush > high poly render
- Texture maps > normal map

Wiki unreal materials

- Time  management > stress management

- Time Machine can be anything (justified)

- TRIaNGLES NOT QUaDS 10k

- Textures 2k

- Albedo = base colour

- Metallic map

- Roughness map

- Normal map (Maya harden edge UV island) - Maya Mel script

- AO map

* Emissive map

**UE4 screenshots (deactivate visuals of lights and volumes = ' G '**

How to fix UE4 scale issues -- Windows > setting preferences > settings > scale/measure > cm

Sunday, 3 April 2016

Lack of Cultural Diversity in Final Fantasy Games

Lack of Cultural Diversity in Final Fantasy Games

Being quite the fan of several Final Fantasy games, having played VIII, IX, X, X-2, XII and XIII it has come to my attention that in the soon to be released installment of the franchise the cast of protagonists is somewhat less diverse than what fans are used to. The protagonists are all seemingly Caucasian males. I'm not saying that there's an issue with this, it's merely a design choice (perhaps the climate of said protagonists home has caused fairer skin to be more prominent). surely SquareEnix wouldn't go out of their way to alienate non Caucasian players? It's strange that after previous casts featuring one or more characters of non European descent to change this almost iconic feature.


Thursday, 24 March 2016

Accessibility in Games and Bodily Awareness



Accessibility in Games and Bodily Awareness

Zelda Skyward Sword has some of the best motion controls I have used in a game, though I'm sure many would disagree (I have not delved very deeply into the world of motion controlled gaming). The player is only able to control the protagonist's arm as if it were their own, but every swing of Link's sword feels truly as if it was your own. I thoroughly enjoyed being able to carve through trees and defeat enemies by utilising the accuracy of the motion control, slicing beneath a shield or stabbing through a gap in their armour.

Tuesday, 22 March 2016

Analysis of Ludonarrative Dissonance in Depression Quest

Analysis of Ludonarrative Dissonance in Depression Quest

Depression Quest, aptly named, is a minimal text based game about living with depression. As can be seen below the player is unable to make certain choices depending on the protagonists mental state. This adds immersion to a game almost devoid of any visual aid. Being unable to access sections of gameplay due to the protagonist's depression causes the player to become deeply invested in helping the protagonist. The player can at certain points in the game seek help with the help of friends and family. The decisions made by the player are the only thing pushing the story forward, thus there is little ludonarrative dissonance caused.

Thursday, 10 March 2016

10th Mar Mechanichs and messages notes

Intro: mechanics as messages

Brenda Romero - gaming for understanding

- games can have a profound effect on culture
- Train: play it
- games can radically change people's opinions on sensitive topics

Ludonarrative Dissonance - what the game is about

Errant Signal - The debate that never took place

- The words narratology and ludology were created for the new discipline of studying game design mechanics and narrative

TASK: 2000 work essay taking a critically and contextually aware perspective on one or two games - with all the freedom and depth which video game studies offers us.

- there is no single fixed methodology, you're going to be finding your own approach, Merlin will introduce you to examples of these
- you're going to be choosing your own essay question, and looking in depth at a game you find significant, innovative and controversial

Play: - Darkest Dungeon
          - undertale
          - papers please
          -

Monday, 7 March 2016

7th Mar Notes

QA sesh with Chris
Pillar
Fine if you don't get it textured, focus on Normal Map
Tricount - 10k max
Texture UV Albedo
1 - 2048 X 2048
4 - 1024 X 1024
When unwrapping use checkerboard to ensure even texture distribution
*Unfold UV* - (pin unselected UVs, horizontal then vertical, maximum iterations 1000)
With seams separate UVs along the selected edge
Use smooth UVs
Baking
Low poly
Inside
High poly
Inside
Cage
Edit mesh > transform > pull blue lever
Export as FBX for Xnormal
Use selection constraints to select planar surfaces quickly
Need *normal map - RG
Bonus *albedo map - colour
            *metallic map - greyscale
            *roughness map - greyscale
            *emissive map - greyscle
            *transparency / opacity
            *paralax occlusion mapping - POM
            *ambient occlusion - AO
Pivot must be at world 0
(*modify > center pivot*)
UE4

Monday, 14 December 2015

Notes on texturing

Texturing



Setting up Photoshop files
·         All textures need to abide by the power of 2
·         Document should be names in relation to model and usage in game
1.       Naming convention should be as descriptive as can possibly be
2.       Spaces are replaced with “_”

Layer Setup
·         Different maps need to be broken up into different groups and colour coded
·         Use the correct naming convention for maps – albedo, normal, metallic, roughness etc.
·         Define names in subcategories – textures, wear, grunge, details etc.
·         Any groups that need to remain hidden or are used as backup need to be named so
1.       Example group name: HIDE_Wood_Planks
(This is all to maintain cleanliness in workflow  - you may not be the only person to work on the file)

Layer Comps
·         Layer comps allow the user to take a snapshot of the current state of the layer panel.
1.       It records the state of
Non-Destructive Workflow – Masks
·         Why use masks?
1.       Masks are less destructive than using the erase brush
2.       An mistakes are easily rectified later on
3.       Easy to try out different ideas
Physically Based Rendering (PBR)
What is it?
1.       Physically based shading means we approximate what light actually does as opposed to approximating what we intuitively think it should do
2.       Physically based materials will work well in all lighting environments. In addition, the material values can be less complex.

Albedo & Normal Maps
Albedo Maps RGB
1.       Albedo is the base colour input, or diffuse map
2.       No directional light of shadow information should be included in this texture
3.       The results should be flat colours with variation applied in areas fo wear
Normal Maps RGB
1.       Similar to bump maps, create the illusion of detail without high poly count
2.       Use RGB values to signify orientation of surface normal
3.       Allowed for significant advances in efficient rendering

Metallic & Roughness Maps
·         Metallic maps – greyscale
1.       Control how “metal like” your surface will be. Materials like plastic, rock or raw materials will be set to a value of 0 or 1 and nothing in between
2.       Hybrid textures that translate between different material types like raw metls to rust will have a fall off between 0 and 1

Emissive
·         Emissive Maps – greyscale
1.       The emissive colour input controls which part of your material will glow

Ambient Occlusion (AO)
·         Ambient occlusion maps – greyscale
1.       There is no such thing as ambient occlusion in real life
2.       It’s a rendering trick which samples a hemisphere around each point of a face, sees what proportion is occluded by other geometry and shades the pixel accordingly

Realistic & Hand Painted Materials
·         Realistic materials
1.       Often seen in games with a larger memory allocation
2.       Console or PC
3.       Focus on immersion

·         Hand painted materials
1.       Often seen in mobile games, with small memory allocation
2.       Sometimes used by choice, for a stylised look

Programmes to look into
·         Substance designer
·         Substance painter
·         Quixel suite 2.0
Game engines /preview engines
·         Unreal Engine 4
·         Marmoset Toolbag 2

Resources:
Sebastian Lagarde – PBR chart for unreal
Digital Tutors CG101: what is a normal map?
Allegorithmic – substance designer and painter
Quixel – suite 2.0 http://quixel.se/
UE4 – physically based materials

Marmoset Toolbag 2